Showing Posts For jpnova.4572:

Making hammer Engineer work

in Engineer

Posted by: jpnova.4572

jpnova.4572

Just a warning, those runes are a pain in the ass to get if you are not an active Dragon’s stand player, but if you really wanna try it, gl.

Source: I made a similar build to that one, and i needed those runes too.

Alas, poor PvE players… WvW players can get them cheap and easy just by playing what they love

~60-70 WvW levels, might be worth dabbling in even for non WvW players, pop xp/birthday/guild boosters and level go pretty quickly if you have an active server.

How would 60/70 WvW levels help me get those runes? I need them for my Mesmer too.

Making hammer Engineer work

in Engineer

Posted by: jpnova.4572

jpnova.4572

This is the build you should be running for what you want: Boon-Hammer. A week late, but oh well. Permanent swiftness, might, quickness, fury, vigor, and high regeneration, protection, retaliation, and stability uptime while drunk on Elixirs.

Start out on G-kit to stack conditions for Modified Ammo and then Hammer stuff out. Mortar & Grenade kits also serve when you need to range, proc Agility sigil, and extra (group) condition conversion.

I use this build myself and it’s pretty fun alternative to power Engineer. Can also sub in Chocolate Omnomberry Cream instead of Golden Fried Dumplings to save some coin and barely lose out on 25 might.

Well now you have me wishing I had used the Zojja’s Weapon box I found today on a hammer rather than a sword. Thanks though. I’ll give this a shot

Viper Reaper WvW Roaming (2-9) [Video]

in Necromancer

Posted by: jpnova.4572

jpnova.4572

How viable is this build in PvP?
I came back the game to play Hammer Engi and GS Necro but neither seem very good in PvE.

Help this returning player

in Revenant

Posted by: jpnova.4572

jpnova.4572

I’d disagree with the Staff not being used as a primary weapon, it can be a pretty nice one to use (not to mention not as boring as Sword #1 infinity times). I use this build to give me 100% boon uptime (combined with F2), 100% Crit and good survivability as well as damage:

http://gw2skills.net/editor/?vlAQFAmn3gWNSuQrJRbo/ksP0gS4I6QJ4EdrkFNFqdABoBsjZNtxugJshA-TBCBQBGSHAAeAAlUJYWU61v9HwiygAcBAQo6PkCwrlRA-e

I have all weapons so can switch depending on the situation but tend to run Staff/Hammer. My build is good for team and single battling in PVE. I did some WVW for my Legendary and didn’t really encounter any issues either (I also switched to Condi in-between fights to confuse people).

The secondary legend I tend to run with is Jalis for heals + stoneskin, but you can switch to Mallynx for boon removal or Shiro for Quickness, it’s pretty flexible.

I like the build idea. I’ll test it when I get my Rev to 80.
Is Vicious Lacerations in Devastation a mistake?

EDIT: Also with Rolling Mists equipped is there any point in using so many pieces of gear with Precision? Wouldn’t 2-3 be enough?

Perhaps I could go something like Valkyrie or Cavalier instead? Will boost survivability?

(edited by jpnova.4572)

Help this returning player

in Revenant

Posted by: jpnova.4572

jpnova.4572

I played the game during its initial release but left sometime during the release of the first living story, or was it second(Crab Tossing was fun). My favorite classes were in a tight spot back then and ANet was taking their time to fix things so I left. I only returned a month ago and am loving my Stealth Free Thief(Stealth abusers made me hate the class) and my Druid. I’ve shelved my 3 other characters(I haven’t had the time to relearn Mesmer and I dislike where Power Engineer and Necro are atm).

I bought a 6th character slot and made a Revenant for 3 reasons. I need to complete the story as a Norn for the achievement, female Norns look amazing in heavy armor and I’m a mega fan boy of melee staff.

I’m a complete stranger to the class and know nothing about it. Therefore I’m here for your help. Metabattle hasn’t worked for me all weekend, I don’t know why but the site keeps crashing when I try to get at it.

Can someone help me put together a build that uses staff as its melee option?

I’m a PvE player that occasionally goes WvW. I only PvP for Tomes of Knowledge and skins.

Making hammer Engineer work

in Engineer

Posted by: jpnova.4572

jpnova.4572

Did the hammer ever stop working? I just see a cookie cutter zerker build.

Personally I prefer juggernaut and flamethrower in PvE. Its the only viable excuse to actually equip it.

Hammer damage is not the best in PvE due to the auto-attack being slow.

It doesn’t have to be Zerker. It can easily substituted for Knight’s gear and Rapid Regeneration for Mass Momentum.

(edited by jpnova.4572)

Making hammer Engineer work

in Engineer

Posted by: jpnova.4572

jpnova.4572

I came back to GW2 exclusively for 3 reasons. To play a Necromancer wielding a greatsword, to dance around as a staff wielding thief and to be an Engineer that smashes kitten with a hammer.

As a predominantly PvE player, I was fairly disappointed to find out that only 1 out of 3 of those doesn’t straight out suck. So unable to sleep I got out of bed to try to come up with something that will let me use my Engineer in open world PvE(HoT), dungeons and lower level fractals. I tend to PvP and WvW once in a while and I’m happy to say Hammer Engineer has no issue there.

So the two traits I’m focusing on is HGH and Applied Force. 3.5s of Quickness every 10s can make a lot of difference.
Not to mention the combination of Alchemy, Inventions and Scrappers gives the Engineer a lot of survivability in the form of health recovery, movement speed and endurance recovery.

For a little bit of tankiness, Zerker can be swapped for Knight’s gear and Rapid Regeneration for Mass Momentum.

Here’s the build, let me know what y’all think:
http://gw2skills.net/editor/?vdAQFASlcThqrY5Vw+Kw6FLTGlYzUABA9fX3Be42lMhFA-TxRBABXp8jm9HMTJIe6AA4CAQp6PU8AAAA-e

(edited by jpnova.4572)

Best pet for Predator's Onslaught?

in Ranger

Posted by: jpnova.4572

jpnova.4572

I’m using the Snow Leopard and Jaguar in PvE. Not tried WvW since I returned to the game(after a 2 year+ absence) but in the old days I used Canines for the knockdown(solo roaming, power+healing power build). I’d time it such that my Rapid Fire went off when the target was knocked down, then LB 5 before switching to GS for Swoop>Hilt bash>Maul around a Healing Spring.

Best pet for Predator's Onslaught?

in Ranger

Posted by: jpnova.4572

jpnova.4572

I’m running a S/A and LB Power build with Skirmishing, Marksmanship and Beastmastery. This is for PvE and WvW content. I’m just wondering what pets benefit the build most.
I’m running Krytan Hound and Arctic Wolf for the Immobilize and Chilled on F2 respectively, along with the Cripple on their leap attacks.
Are there any other pets I should consider for this build?

P/P Dodge thief

in Thief

Posted by: jpnova.4572

jpnova.4572

I have been away from the game for a while(3 years). I used to love P/P thief but was disappointed to find out Ricochet had been removed. However, one of my guild members informed me that the damage has been buffed. So before I invest in another good pistol I want to iron out a build and for that I want your help.

I do not care for sPvP. I only engage in it to collect Tomes for alts when I’m bored. I primarily PvE, once in a while I’ll join WvW for small groups or zerging.

I aim to use Daredevil and Acrobatics line to maximize the output of Dodge. Unhindered Combatant seems to fit this build the best since it allows for good repositioning and flanking(Side Strike).

I have two builds in mind:
1. This is designed for survival and damage (PUGs)
http://gw2skills.net/editor/?vZAQNAqaVl0MhenYjTwwJw+EL7E2cC8BeB72BxpcwWAIBcgA-TlRBABmpEEgTAAe6DoU9nr2fU+9wDAAA-w

2. This is for damage with a good team around:
http://gw2skills.net/editor/?vZAQNAqaVl0MhenYxTwwJQ/EL7E2cC8BeB9mCbhrwWAIB0mA-TlRBABP8AAA4EAgn+AzUCSp6PXt/o8DA-w

ES Idea: Spellslinger

in Elementalist

Posted by: jpnova.4572

jpnova.4572

I love the concept, but I do not like the execution.

Ammo is a great concept sort of touched on, but might be better expressed using the venom mechanic from thief and simultaneously provide a new set of utilities.

The Reload mechanic expressed sounds too passive and lacking player input. I’m not sure about a replacement for the mechanic you suggest, but spellslinger isn’t hurting for inspiration. If you are going for a cowboy kind of feel, creating the opportunity for moments of bravado or recovery might work well while staying true to the core of your idea. (1) Critical hits build resource (promotes damage oriented builds), (2) use F5 to spend resource, (3) how you spend resource changes based on attunement: Fire-deal damage and/or increase damage output (burst opportunity), Water-heal and/or cleanse conditions (recovery opportunity), Air-gain superspeed and/or cc and/or blind (kite and/or rotation opportunity), Earth-gain invulnerability or a blocking shield of sorts (defense opportunity). The mechanic is selfish, situationally useful, creates an opportunity for player choice, and its flexibility allows room for optimal use that rewards skill.

Considering baseline elementalist and tempest both cover support roles, the weapon skills and traits may be better suited with a damage focus rather than a jack-of-all-trades. Elementalist already provides plenty of damage in PvE I hear, specializing in AOE, so a single target focus might be key. Scepter already sort of fills this niche, so making it different enough would be important so as not to just create scepter 2.0. I like the idea of a flexible mid range weapon like you suggest, so focusing on a skill set that supports moving in and out of melee and 900 range could be cool, like a combination of scepter and dagger skill mechanics. Thief pistol sets could provide plenty of inspiration (dagger/pistol and pistol/dagger).

Making the weapon functional for condition and/or power might be possible depending on weapon, trait, and utility selection, design, and availability.

I disagree with you about the Reload mechanic being passive. I think people will be forced to count their skills and time the changing of their Attunements. It will be a part of their active rotation as opposed to something built on say things like critical. That way condition/bunker/power all builds would have access to it. Also it would make the Reload mechanic mean something because you either use 4 attacks or force yourself out of the attunement if you really need it straight away..

ES Idea: Spellslinger

in Elementalist

Posted by: jpnova.4572

jpnova.4572

I know a lot of people want the Elementalist to get MH Sword or Greatsword for its next weapon specialization. However, I believe that it’s too cliched.

How often has the magic swordsman been done in MMOs? Way too often is the answer you’re looking for.

I think the Elementalist should get MH Pistol for it’s next specialization. It would synchronize really well with the Dagger and Focus off hands. The set could be played at mid range or in a hybrid set with auras.


Specialization Mechanic:
Reload: The Elementalist reloads his gun after every 4 spells in an attunement or when switching attunements for a unique effect.

Fire: Flame of Purity: Release a PBAoE of flame that removes 2 conditions from allies and heals them. Blast finisher.
Water: Frozen Waves: Launch a wave that slows enemies it passes through and freezes foes where the wave crashes.
Air:Dustdevil: Summon a storm of dust that blinds foes while granting Swiftness to allies,
Earth:Summon Golem: Summon two clay golems which attack foes and pulse Protection.

Fire Attunement
1. Burning Bullets: Shoot super heated bullets that inflicts burning to the target and heal allies that attacks them. 20% Projectile Finisher
2. Breath of Life: Short ranged cone attack that damages enemies while granting Regeneration(3s) to self and allies.
3. Cleansing Flame: Set a pulsing flame field in target location. Each pulse removes 1 condition from allies while inflicting a stack of Burning to enemies.

Water Attunement
1. Brittle bullets: Shoot icicles that explode and inflict splash damage on collision. 20% Projectile Finisher
2. Frozen spear: A charged shot that pierces foes and inflicts Slow. Projectile Finisher
3. Glacial Blast: Freeze the air solid and explode it to inflict high damage and Chill foes. Blast Finisher.

Air Attunement
1. Sonic Bullets: Shoot high speed bullets that inflict vulnerability. 20% Projectile Finisher.
2. Turbulent Gunner: Unleash a short ranged hail of bullets while gaining Evade. 20% Projectile Finisher.
3. Concussion Mine: Set a mine which can either be exploded remotely or when a foe enters its area of effect. Stuns enemies for 1s. Blast Finisher.

Earth Attunement
1. Brittle Bullets: Fire clay bullets which shatter and inflict bleeding in a small area.
2. Stalacite Flechette: Fire a short ranged blast of earth bullets which inflicts bleeding in a cone.
3. Tectonic Ripple: Launch a block of earth that travels in a straight line knocking back everything hit.

Heal: Incandescence- Heal self with purifying flames. Grant regeneration to allies while curing 2 conditions.

Utilities:
1. Tectonic Traverser: Charge forwards in a straight line knocking down everything in your path and inflict damage. Breaks stun, become immune movement impairing abilities/conditions for 8s.

2. Arctic Winds: Release a blast of air that pushes back foes and chills them. Creates an Ice Field which grants Protection to those that pass through it.

3. Hasty Reload: Reload while granting Alacrity to allies.

4.

5. Elite: Elemental Gattler: Summon a gattling gun equipping which results in a new set of abilities while gaining Stability and Protection.
1- Arcane Shots- Quick low damage shots that add Vulnerability. 100% projectile
2- (Earth attack)- A hail of bullets which stacks bleeds
3- (Air attack)- A blast finisher which knocks the elementalist back
4- Monsoon Storm- Fire a hail of electrically charged bullets into the sky which summons down a rain of lightning in a set area dazing foes
5- Flames of Rebirth- Release liquid flame from the gattling gun to cool it down (fire field) which heals and revives allies
———————————————————————

Wold love your opinions.

(edited by jpnova.4572)

Elite Spec idea: Gadgetguru

in Engineer

Posted by: jpnova.4572

jpnova.4572

Possible Traits:

In case no one has noticed, I would want two things to be special about the Gadgetguru. Gadgets working as signets and Auras. Only Elementalists have reliable access to Auras. Engineers can get Flame Shield with Streamlined Kits and Flamethrower. I believe Auras will add a new dimension to how Engineers are played and open up lots of traits that could provide team support.

-Whenever the Engineer gains an Aura it’s either shared with allies or they gain boons and enemies conditions. (Fire Shield = Might, Lightning Aura = Swiftness, Frost Aura=Protection etc.)

-The obvious Gadgets gaining a cooldown reduction along with thematically appropriate boons.

-What I like best about Engineers is how kooky their skills are. Static Discharge, Streamlined Kits and what not. Activating gadgets could generate kooky effects as well.

You get the idea.

My train journey is finally coming to an end, so I’ll leave it at that. Tell me what you guys think.

(edited by jpnova.4572)

Elite Spec idea: Gadgetguru

in Engineer

Posted by: jpnova.4572

jpnova.4572

As opposed to giving us new skills I think ANet should introduce Elite Specializations which change how the skills we have work. Readers will probably guess the specialization will rotate around use of our underpowered Gadget schools and equipping the spec will make them function somewhat like Signets. I’ll list what I believe the best improvement for the basic skill should be, then what the Elite modification for it will be.

Weapon: I see two possible weapons for this class. The first being Scepter working as a close-mid range weapon which animates like a whip much like the Necromancer’s Staff looks like a Scythe.
The second being mainhandshield with a rework of offhand shield as well.

Scepter
1. Neutronwhip: Snap the whip quickly doing mediocre damage at 450 Range
->Electronsnap: A cleaving whip attack that randomly inflicts Chill, Blindness or Vulnerability.
-> Protonsnip: The final hit that randomly provides Fury, Might or Protect.
2. Teleburst: Teleport forward a short distance(or to target) and cause a small explosion. A blast finisher gap closer as opposed to Leap for a change.
3. Nanoswarm: Surround self with a cloud of nanobots which causes Blindness and grants a random Aura.

Shield(Mainhand)
1.Electrodisk: A mid range skill which functions like the ranger’s Axe attack. It bounces between foes and grants a random boon to the Engineer for each target hit. 20% chance to be a Projectile Finisher.
2.Claymore!: The front of the shield explodes damaging enemies and knocking them back. Blast finisher.
3.Electroball: The Engineer encases itself into a charged metal ball and rolls towards it’s target doing damage to all in it’s path. Grants Lightning Aura.

Shield(Offhand)
Magnetic Shield: What the first part of the skill does is essentially give the user a Magnetic Aura. So why not reduce the cooldown of the skill tp 25s, remove the cast time and give the user a real Magnetic Aura. The second part of the skill stays the same except for besides the flat damage it does additional damage for each projectile reflected.

Static Shield:
I think this skill mechanically is fine. Either the block during needs to be increased to 4s or the Cooldown reduced to 20s unless Throw Shield is activated.

Heal

A.E.D.: Instead of healing when taking lethal damage, the heal should increase depending on the user’s health threshhold. So you activate it, if your health is over 50% at the end of 5s you are healed for 4k. If your health is under 50% it’s for 60k. If your health drops below 25% during it’s 10k. If you take damage that would drop your health under under 10% only then is the damage negated and you’re healed for 12k.
This way you still get the risk+reward set up, but at the same time you’re still getting a significant heal
-Toolbelt: IMO Static Shot just fit in. It needs to be straight out scrapped. All heal skills have defensive/supportive toolbelt skills. It should be the same for A.E.D. I’d want something that grants Aegis and a Light field
-Elite: The most logical signet like passive would either be passive regeneration or periodically granting Protection.

Utility Skills

Utility Goggles: I think the basic skill is just fine only the cooldown needs a kitten reduction.
-Toolbelt: Why the revealed? It makes no sense. DROP IT.
ES: Passive Precision and/or Ferocity boost would be very welcome

Rocket Boots: Basic skill is just fine.
-Toolbelt: The skill and toolbelt skill don’t work together. Flame Shield would be a better fit. It’s a nice Aura still inflicts burns but also grants Might when struck. Hence it can benefit not only Condition builds but Power ones as well.
ES: Passive Power boost ofcourse!

Personal Battering Ram: This either needs a boosted range and reduced cooldown.The skill just feels useless due to the other alternatives and needs something more going for it.
-Toolbelt: I’ve never been a fan of the skill. I think an Epidemic might effect to spread conditions or to transfer conditions to the target might add a new dimension to it.
*ES: *Passive Condition damage or Toughness boost will be a welcome addition.

Slick Shoes: The current active is amazing in my opinion, knockdown and blindness is great as is.
-Toolbelt: I think Superspeed is pretty good but due to my Elite suggeston perhaps Quickness will be a better fit or even Alacrity.
ES: Increasement speed by 25%

Elite: Cryo Drone
Passive: Every tenth attack Chills the target. If it’s an AoE skill all the targets are Chilled but for a lesser duration.
Active: Summon a Cryo Drone that creates an ice field in target location. All enemies are in it are chilled while allies gain Protection and Stabilitiy.
Toolbelt: Gain Frost Aura.

(edited by jpnova.4572)

A Signet Elite Spec?

in Engineer

Posted by: jpnova.4572

jpnova.4572

I think it should be more like a change to the Gadget line as opposed to a new Spec. Or a spec that changes Gadgets to work like Signets.

A.E.D.: Grants a passive regeneration like Signet of Wild, on activation grants a burst heal along with AoE Regeneration.

Utility Goggles: Grant a passive Precision and Ferocity boost. Activation cures 1 condition and grants immunity to blindness in AoE. Breaks Stun.

Rocket Boots: Passive movement speed boost. Cures immobilized, crippled and chilled. Grants Swiftness and Vigor to allies.

Ram’s Head: Passive Condition damage/stability boost. Launch foes while transferring conditions to all hit.

Slick Shoes: Passive Power and Toughness boost. Active the same as it currently is.

Elite:
Transformer: Passive transform conditions into boons every 5 seconds. Create an Electric field around self that inflicts Vulnerability, Slow and Weakness with some damage(Much like Ranger’s Entangled).
Toolbelt: Overcharge grant Quickness or Alacrity to self and allies.

Weapon: Staff or Mace
Staff could work somewhat like Revenants.

We can get traits that grant additional stats for each equipped Gadget or grant additional boons when activating a gadget.

This would bring non condition Engineers back to the PvE scene due to the team support potentials this would give.

I’m going to make a new thread for this idea. This worked well as a sounding board.

Still here due to incompetece

in Necromancer

Posted by: jpnova.4572

jpnova.4572

This thread still exists due to moderator incompetence. It’s gone off topic and will stay that way.

(edited by jpnova.4572)

LB Guardian?

in Guardian

Posted by: jpnova.4572

jpnova.4572

Concerning fractals/raids with the Guardian:

Fractals you should be constantly using and swapping weapons, this doesn’t mean you can’t use the Longbow for the majority of it but it does mean you should think to use what is needed at the time. I personally use scepter/torch with a swap to sword/shield because the symbols allows pretty good cleave, same with the sword auto attack. The Longbow itself I use for the following in fractals: Subject 6 to push back/hold the oozes, Urban to use on the burning oil pots at the start (#5 basically cleaves all 3 of them down in one go, though make sure to bring stability because the balistas will try to interrupt you), Uncatagorized at the end to push all of the golems on the same spot as they spawn so you can Dragon Maw -> Procession them all down quickly.

Slotting in the knockback trait and turning it off are key for good usage for the bow. This is because at times you just want the blind while not messing up AoEs for the group. Like my example of Urban, you don’t want the trait because the blind is great and you want to AoE them down ASAP.

Concerning raids, sadly the longbow pales in comparison to the scepter (all hail the glorious scepter overlord). The main weapons used by Guardians in raids are: Sword, Scepter, Torch, Hammer, with some usage of Focus and Shield (and if you’re cheeky like me, Mace for grabby hand kiting on Deimos). Greatsword, Staff, and Longbow don’t see much raid use which is sad because I’m a fan of the Longbow and Greatsword set ups. Then again, all but 3 weapons is better than basically any other class in this game, fairly certain Guardian has the best rounded weapons in GW2.

What about Open world PvE and WvW? Does the LB see much use there?

LB Guardian?

in Guardian

Posted by: jpnova.4572

jpnova.4572

I’m a returning player that left during year 2. I’ve always been partial to archer classes the class I was most excited about when GW2 was released was Ranger. It always felt lackluster though.
I’ve come back for HoT and am enjoying it. I had Engineer, Mesmer and Ranger at level 80. Used my level 80 boost on a Necro and made a thief which I’m levelling to use as a Staff user.

I’ve never been a fan of Mesmer so I’m thinking of deleting it for a Guardian. I like the idea of running around as an LB guardian in a Ranger or medium armor-esque costume.

What I’m contemplating is whether the LB Guardian would work in PvE/Raids and WvW.
If Spirit weapons were viable, I’d do a Viper build with LB+S/T for burn damage and increased physical damage to burning foes.
However, I’ve settled for Meditations with M/Shield on an Aegis/Retaliation build heavy on boon duration.
Build: http://gw2skills.net/editor/?vVMQNAT5en8cClChtCBGkittendil5BrqBsACAy3v83BMrEtiaRA-TBSGQBpb/hBq8beq/ARlgjT3A2uAAA4JAkgDCAA-e

I just wanted some ideas and feedback from the more experienced Guardians of gw2.

Shower thoughts: Sniper Specialization

in Thief

Posted by: jpnova.4572

jpnova.4572

Thematically it just makes so much sense. To me each weapon combo has a theme to it.

Sword/Pistol: Buccaneer
Sword/Dagger: Duelist
Dagger/Dagger: Assassin
Dagger/Pistol: Bandit
Staff: Acrobat
Pistol/Pistol: Highway robber

Sure we have the shortbow but its no more than an escape tool. Makes me think of someone that runs from roof to roof stealing things out of windows.

IMO A specialization which gives Thief access to a Longbow can make hell of a difference. I want the weapon to play more as a melee/ranged hybrid. Most weapon skills will have a second/third usage which cost additional initiative.

Equipping the Specialization would give thieves access to Whisper skills which work like Shouts but at a very short range and only affects 2 allies/enemies.

Weapon Skills:

1. Bow Smash: Swipe the bow in a wide arc to do damage to enemies directly in front of you.
->Heel kick: Kick target to jump back a short distance
—> Hobbling arrow: Shoot an arrow at the target’s heel crippling it for 1s

1. Stealth- Snipe: Shoot a high damage arrow from 1500 Range. Doesn’t break stealth but becomes unusable till Stealth is refreshed.

2. Exploding arrow: Equip an arrow with an explosive head. It’s usage depends on the next attack.
->Explosive stab: If used a second time at melee range, stab target for a lot of damage. It suffer’s bleeding and burning.
->If a ranged attack(Snipe/Grappling Arrow/Headshot) is used instead the arrow causes additional damage in an AoE and causes burning.

3. Grappling shot: A long range shot that attaches itself to the target and pulls you towards it. (Leap finisher)
-> Blindside: Roll around the target and strike at it’s head with the long bow, dazing it.

4. Sniper’s Mark: Mark your target for 5s. Each hit on the target (From sniper and allies) during the 5s causes the counter on it to increase by 1 and add’s one stack vulnerability. (The skill doesn’t break stealth)
-> Headshot: High damage shot which knock’s down target.

5. Sniper’s Stance: Slow self, but gain stability and invisibility. All attacks have 1800 range and lose their melee counterparts.
1 becomes Hobbling Shot only
2 loses Explosive stab
3 Grappling shot becomes Loaded Arrow: The target is knocked back.
Skill is cancelled when dodging or on pressing 5 again.

Heal skill:
“I’m here for you.”: The sniper heal’s self and grant’s Regeneration to allies in range.

Utility Skills:

“Hurry!”: Grant quickness and superspeed to allies and self.
“Brace yourselves!”: Gain initiative. Cure 2 conditions and grant stability to allies. Breaks stun.
“Where you looking?”: Shadowstep to location and gain Stealth. Grant Swiftness and Vigor to allies.
“A little help?”: Gain 3 initiative and grant protection and regeneration.

Elite:
“Shh!”: Grant Invisibility, swiftness, vigor for 5s. Grant Stun

Tell me what you guys think? I believe this would give the thief a new exciting set and give it a good team presence.

(edited by jpnova.4572)

Open world and Dungeon PvE. Help needed

in Engineer

Posted by: jpnova.4572

jpnova.4572

All their PvE build recommend Grenades/Bombs. I’m trying to put one together without either. Hence I’m here asking for help.

Open world and Dungeon PvE. Help needed

in Engineer

Posted by: jpnova.4572

jpnova.4572

I’m a returning player. I haven’t played since 2013 and am trying to get back into the game. I came back primarily because of the specializations that came with HoT(namely staff thief, GS Necro, Druid and most importantly Hammer Engineer).

As you’d expect I’m pretty disappointed to learn that Engineer hammer doesn’t fair very weel in Open world and PvE. So I’m trying to put together a build to run that doesn’t involve Grenades or Bombs since I’ve never been a fan of them.

I already have a full berserker set(only exotic) and ascended trinkets/backpack. So I’m trying to put together a build for finishing the world map, HoT and dungeons. My first instinct was Flamethrower for which I put a build together-
http://gw2skills.net/editor/?vdAQFAUlcThatY1Vw8KQ7FL3FlYB9D5AYDGhBQ4EGQZGA-TBBXgAPKBD1BAo8rX9HA-e

But then I learnt the traits that buffed FT/EG damage and added toughness for when in FT has been removed. Therefore I’m looking for other possible power builds to run which won’t force me into Grenades or Bombs. (Yay for no more hobosacks though)

Any advise will be appreciated.

Returning player: GS Necro or Staff Thief

in Players Helping Players

Posted by: jpnova.4572

jpnova.4572

The daredevil specialization (required for staff thief) brings a 50% increase in maximum endurance, heals on evade, and you have the option of traiting for condi removal on evade should you need it. You also gain access to physical skills like bandit’s defense, which is a block and counter CC on a very short cooldown as well as several options for restoring endurance so that you can dodge far more often.

If you’re still having difficulty surviving, you can take invigorating precision in the crit strikes line so that 15% of your critical damage is restored as health. With the damage output of staff thief this amounts to consistent strong healing on offense.

Got bad advice on map chat. I jumped the gun and used the level boost on my Necro. I guess I’ll level the thief in the old fashioned way,
Thanks for the advise guys.

Returning player: GS Necro or Staff Thief

in Players Helping Players

Posted by: jpnova.4572

jpnova.4572

Staff Thief performs better than Greatsword Necromancer as things currently stand. While Reaper gave a boost to the Power Necromancer, Greatsword isn’t a great weapon, and Power Reapers still find Dagger to be their strongest melee weapon. You can use it, it’s not horrible or anything, but it’s not their best option.

Daredevil and the Staff, however, give a pretty good boost to Thief in most game forms. Dagger/Pistol is still preferred in PvP, though Staff can perform well there. In other game modes, Staff does whatever needs doing. For point of reference, the Staff attack Vault does more damage than Backstab (without needing stealth) in a targeted AoE while also offering a half-second of evasion on startup. And that’s not even the attack of choice in raid settings for optimal Staff DPS!

Any opinion on Scrapper?

Also does the staff thief have anymore survival tools? When I last played it was super squishy and not welcome in Fractals.

(edited by jpnova.4572)

Returning player: GS Necro or Staff Thief

in Players Helping Players

Posted by: jpnova.4572

jpnova.4572

I played GW2 when it first came out. I was really into it but my favorite classes were in a bad place (Ranger, Engineer, Mesmer). I got them to 80 did some fractals and what not but eventually, I got bored and quit. (It was during the pirate island event with the flower shoulder ornament)

Anyway, now I’m back and bought Heart of Thorns. Out of all the specializations I like the idea of GS Necro, Staff Thief and Hammer Engineer best. I already have a level 80 Engineer and am wondering what to use my Level 80 boost on. I’d like player opinions on the two classes.

How do the two perform in PvE, Fractals, Raids, PvP and WvW?

The Zephyr blade

in Ranger

Posted by: jpnova.4572

jpnova.4572

I am among the players, to whom aesthetics are pretty kitten important. So I would call build choices based on skins. [Also not a fan of following the meta]

Knowing the mechanics of Guild Wars 2, and how they distrubuted skills on different weapons, making every weapon essentially fill different roles and niches, doing build choices entirely based of weapon skin and the fact that you “want” to use weapon X or weapon Y is.. well, dumb. That being said, the GS isn’t the problem. You can easily bring it and still be an asset. The problem is the build itself.

In any settings were you play with other people and your performene affect them, you shouldn’t play a subpar build (unless they’re okay with that). This build is quite frankly less than subpar, both in damage and team utility. Hence why the PvE recommendation for this build would be not to bring it. It’s not about following the meta, it’s just that this build doesn’t offer all that much in any game modes regarding team play.

The build itself were probably a lot funnier before they nerfed quickness and shuffled around the relating traits in beastmastery. Not saying it can’t be fun as it is, but I wouldn’t use it for anything other than roaming around in wvw with something different just for the heck of it.

Potentially fun. Not too usefull. But I think you already know that.

I’m sorry to say this but besides Spotter builds in PvE, there is very little rangers bring to team play and I’d recommend you test it before calling the damage ‘less than subpar’.
With quickness you deal a fair amount of damage and you stay a lot longer in fights than you would with the evade and double leap finisher in waterfields(the drakes also blast to heal me and my melee companions, with the waterfield being right next to the prime target all ranged team mates also stack regen with their Projectile finishers).

I have been using this build in mid 20 fractals and have had great results and no complaints (just shaman I switched to the LB spotter build with S/A). Quickness is not only for fights but reviving a downed allies in a tough situation. And I can hold aggro for quite sometime before backing off, in case the heavy needs to back off for a bit/has fallen. Got roped into a couple 30+ fractals with just 35 AR last week and ended up getting commended for my performance.

The build relies on pet activation, hence though different from old Zephyr builds is still effective despite the nerf and is a whole lot of fun. After all with every swap I’m giving my team area might and vigor.

Not using the weapon you want to use is well… dumb. All weapons can be effective if you know how to build for it(maybe not axe MH). Just takes some thought.

(edited by jpnova.4572)

The Zephyr blade

in Ranger

Posted by: jpnova.4572

jpnova.4572

lol i’m a little bit surprised that you didn’t take runes of Balthazar or Orrian for the additional Quickness they give xD

Well condition damage/duration does little for me, and it didn’t seem worth it with the 90s cooldown. I’m not very fond of dropping below 20% health as it is.

I wouldn’t call build choices based on skins.

I am among the players, to whom aesthetics are pretty kitten important. So I would call build choices based on skins. [Also not a fan of following the meta]

(edited by jpnova.4572)

The Zephyr blade

in Ranger

Posted by: jpnova.4572

jpnova.4572

The Zephyr Build experiments:

The Dazing Zephyr: http://gw2skills.net/editor/?fNAQJARVjEq0yaJLWsQ1agDhq1KwOAKgE4dxus3cBraA-TBBXgAAK/C1B0r+zjSQA-e

This build rotates around Quickness and CCing your foe for Moment of Clarity Proc, is only for roaming WvW and I intend to test it. We have two 25s CD dazes and Canines can interrupt when used well.

The Zephyr blade

in Ranger

Posted by: jpnova.4572

jpnova.4572

WvW recommendations:
You’ll primarily be roaming, so either go Axe/Warhorn or the Longbow as your secondary set. Entangle is my go to ulti, but I only use it when my target is half dead or has just burned a stun break. Pet wise its always canines or birds, the Swiftness and Blind off birds is amazing paired with the damage. Canines for the knockdowns and CC on demand. Up to you.
As for food, go with Crit boosting and Life Stealing on crit.

PvE recommendations:
Open World, Sword/Warhorn should be your goto. Just Swoop, Hunter’s Call, Swoop, Swoop, Swoop, Hunter’s Call. Dungeons shortbow for boss fights, the extra evade helps, Longbow for pulling and mass cripple. Fractals, well you should be ready for everything, I like having one of each weapon(except torches) in my backpack. My go to elite for PvE is obviously Rampage as One, now if they made that a shout, we could make a nice bunker, shouting, beastmaster, ranger build.

The Zephyr blade

in Ranger

Posted by: jpnova.4572

jpnova.4572

So I used to run this build before I quit the game in 2012 and I thought I’d bring it back. I had great results off it in PvE and WvW roaming never tested in Conquest though.

The point of this build is bashing with the Greatsword and having constant Quickness.

The build:
http://gw2skills.net/editor/?fNAQJARTjMq0yaJLWsQ1aALhqZDEAvP1WNjduBRQJ+yL-TxBBwAfuAAQ3fAryPAPAAcq/kXXzZlgAA-e

Why greatsword you ask?
Skins my friend, some of the GS skins are beautiful like Belinda’s. Screw Legendaries, there are so many amazing GS skins out there.
Our auto attack though slow, has an evade on the 3rd hit, that’s why we want a lot of quickness. Maul, you like those big numbers don’t you? Swoop is great for chasing, escaping, its bloody awesome double leap finisher. We got a block and a cripple, 2 in 1, that’s pretty daym sweet and lastly the sweet, sweet Daze.

Now for our sources of quickness:
1. Quickening Zephyr: 6s ever 48s
2. Zephyr’s Speed: 3s every 15s
3. Sigil of Rage: 3s every 30s

Now with that we have so much quickness its ridiculous, deal damage, evade and have a good time.

Now for the secondary set, that’s quite situational and comes down to personal taste.

Sword(MH): Its fast, lots of dodges and survivability but we are clearly over-compensating for something with a big kitten greatsword, use it if you want to I don’t like it in this build. However if you’re in WvW and your enemy is dodging a lot this is nice for sticking to them like a blood hungry leech.

Axe(MH): Why Axe you ask? The damage sucks, well its more for the Chill than anything. And a couple stacks of might to start the battle ain’t bad either. Also when you initiate combat with this hit with Splitblade they might think you’re a condition ranger and burn their condition removal (Silly raggamuffins). In PvE the range is useful when needed.

Warhorn(OH): This is the main reason I’d consider not being Legolas. #4 hits nice on crits, messes up their targetting too. #5 speaks for itself with the buffs and blast.

Axe(OH): I know this is meta but I don’t like being rooted by the #5, though #4 is awesome #5 puts me off it. Has its merits in projectile heavy fights though.

Longbow: Now I rather enjoy this especially for opening if I’m running Canines. First attack is always a knockdown, so Rapid Fire that skeezball running at you. Or knock him down yourself and Rapid Fire that skeezball, or hit Quickening Zephyr, go Invisible with your #3, send in your pet and Rapid Fire. Just Rapid Fire him already. This is just for opening and hitting them when they’re trying to run.

Shortbow: Quick, has a daze, has an evade. Its fun for some, not for me. I don’t know why you want it in this build, take it if you want.

Torch(OH): Why not? Because I say so.

Pets:
With this build I find 4 pet families excel the most.

Drakes: The blast finisher opening says it all, awesome active abilities and you can just let it run freely without worrying. PvE only.

Bears: Meat shield with condition cleanse and regen. Worth while always.

Canines: Krytan Warhound/Alpine Wolf with another Wolf. Just sexy as hell. Knockdown on swap and great actives. Primarily useful in WvW but use it in PvE if you want. I’m not your boss and canines rule.

Birds: They do great damage and give you swiftness. I like dual raven for the constant blinds or raven and owl so I have a chill. With all those stats in Beastmaster traits, they are amazing and should always be considered.

Gear:

Damage set: Berserker’s with Ranger’s Runes – The constant 7% damage bonus is nice.

Survival set: Cleric’s with Drawyna’s Runes- You get the most out of your Regens, when using this with Canines, a Fern Hound is nice too.

Sigils: Depends on the weapon you’re running but on my greatsword I like a Sigil of Accuracy to accompany the Sigil of Rage.

Opinions, critique and your general flaming for a non-meta build will be loved.

(edited by jpnova.4572)

Possible Longbow Rangers combinations.

in Ranger

Posted by: jpnova.4572

jpnova.4572

I have been away from the game for several months and am touching on the possibility of a Longbow Ranger again. Last time I did, it wasn’t a viable set up.

I am looking to try Power and Crit based builds.

Spirit: http://gw2skills.net/editor/?fMAQJATRjEVV1NVeVg2Bgli9CkpQRGdPKl0TrQJSA-jEyAYrARQAoCQJviox2GKiGruGT5SEVbwLiWtQAjGDA-w

Wilderness: http://gw2skills.net/editor/?fMAQJATRjEVV2BWKWo2Bgli9CszgTL5MUkRA-jUxAYrAl8KiGbboIas6aMlLRUNA-w

Full zerker’s gear, I might mix some Cavalier’s gear in. I intend to carry two LBs one with Sigil of Bloodlust the other perhaps a damage or crit chance boost.

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

I did think of that, animating charrs for the class wouldn’t be particularly easy.

New Gem Store Item: 1-80 XP Pack

in Suggestions

Posted by: jpnova.4572

jpnova.4572

What would be nice is an xp container, you can use it on a character and all the xp it gains is filled into the container, using it on a low level character provides all the stored xp.

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

What’s wrong with a perfume kitten?

Looking for a rifle warrior build

in Warrior

Posted by: jpnova.4572

jpnova.4572

I prefer 10/30/0/0/30 Healing Surge, Signet of Stamina, Fury and Rage with For Great Justice. Valkyrie’s armor with all Zerker’s. Manage crit chance with Tuning Oil, more power from food and bloodlust+force sigil.

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

All classes need a ranged option, and the whole theme of the class is bladed weapons. With the dances and Breathe being the main mechanic it would allow the class to switch between ranged and melee freely. By making the dances utilities it would only limit daggers as the ranged weapon to be used as throwing weapon.

However I like your idea of the Breathe bar being half full all the time, switching depletes half the bar, certain skills increase it, others deplete it. Greater the Breathe greater the damage or speed of the user. Switching dances and certain attacks depletes Breathe, making the dancer out of Breathe. So the bar is the unique mechanic, greater it is more damage you do, more skills you can use. Etc.

However I still think there should be no weapon swapping since dancer wouldn’t carry multiple weapons and stuff.

Declaration of War

in Suggestions

Posted by: jpnova.4572

jpnova.4572

I’m afraid I have to respond in the negative, open world pvp between guilds would make map chat spammy, cause crowding in maps and cause group farming of low level guild members in starter maps. If such a system is ever implemented it should be instanced where each guild agrees on a certain number of members, bring the said number or less and get to enjoy an all out war scenario, winning guild gets lots of influence and merits and each member gets a set number of commendations as a result.

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

Do you mean dances start working like kits instead? That with summoned blades would just make the class too clunky. My idea was to fuse elements of the thief, elementalist and guardian classes to build this to get it close to the Dervish and Monks from gw1. An alternative to the mechanic of the blade weapons could be that when equipped they cause Breathe to slowly decay instead of being on a timer or number of charges and Breathe can be restored with utilities, weapon skills and traits.

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

Updated second post.

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

Well I was torn between Breathe and Rhythm both seemed like a decent name for the Mechanic.

(edited by jpnova.4572)

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

Only thing Im skeptical about it that Seduction elite. Other than that it looks cool.

Yeah I felt so too, changed it slightly.

Also added more to the lore and some possible heals to my second post.

EDIT: Like a thief but no shadow stepping or teleporting, just mobile with evasion, party support and in light armor.

(edited by jpnova.4572)

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

I was sceptical at first but to be honest I like it.

One of the first concepts I’ve come across that has fairly unique mechanics and would fit in well with GW2’s fluid combat style. Also sounds like you could have some awesome graphics for the multiple floating weapons.

One thing I think you could emphasise is the aura-like Utilities you mentioned, they should be strongest closest to the blade dancer, which is where the group skill and coordination would come in, the dancers positioning would be all important to keep the groups buffs etc going.

I liked your idea and have added it to the main post.

Seriously how much fun would it be to play a sort of dancing, fencer that supports the team?

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

The game doesn’t have enough sword usage imo.

GW1 Inspired: Cross-Class Utility Skills.

in Suggestions

Posted by: jpnova.4572

jpnova.4572

This would be an amazing addition but there would have to be several limiting factors, so some class specialty skill types can’t be picked. Off the bat, no class should be able to pick up another class’s Signets, Shouts across the board should not be allowed to be shared between classes, everyone would take Guardian shouts, taking Ranger shouts without a pet makes no sense.

On top of that the following skill types from these classes should not be sharable.
Elementalist: Cantrips and Glyphs(these can’t be used without attunement to start with)
Warriors: Stances and Shouts.
Rangers: Spirits and Shouts(Spirits are only worth while at ranged anyway)
Necromancers: Minions and Wells.
Guardians: Shouts and Consecrations
Thief: Deception and Venoms(not worth it unless traited for it anyway)
Engineers: Kits and Gadgets
Mesmers: Glamour and Phantasms

This would be necessary for balancing to start with.

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

Heals:

Healing Breathe(30s): Take a deep Breathe, healing self and filling your Breathe bar. More Breathe you have greater the Heal.

Sweet Smile(Charm)(15s): Heal self and drop two conditions.

Holy Chakrams(Blades)(60s): Summon Chakrams healing yourself and using them as weapons for (30s)
1-Auto-attack throwing the chakrams(throw one, then the other, then both together)
2-Send conditions on self to target, damaging them
3-Throw chakrams bouncing them between targets and steal health
4-Block and reflect projectiles for a short while
5-Heal surrounding allies and grant random boon(Regen/Protection/Vigor)

Elite:

Master of Blades(Blades): Use key skills from each of the Bladed weapons summoning all of them at once, their effects slightly boosted(damage, boon duration, condition duration)
1- Scythe Auto-attack
2-Crescent throw
3-Swordmaster defense
4-Sickle move
5-Chakram heal and buff

Seduction(Charm): Grant retaliation to allies and Confusion to enemies, all enemies that strike you for a short while gain Confusion.

Rain of Swords: Make it rain swords around yourself immobilizing and bleeding opponents and planting giant destructible bladed weapons in the ground which inflict more bleeds on destruction.

Possible Lore

Dancers, sword jugglers, used to be no more than entertainers in courts and streets. Mesmerising and seducing the masses with their grace, aromas and beauty. However with the decline of humans they became less popular. There was little time for such mirth and enjoyment. There was a race for advancement in technology, magic and skill, there was little time or funding for them.

Near starvation and dying out, the old entertainers of man put their talents together to make their way into the battlefield, first as assassins, then as guards and finally mercenaries. The Orders noticed how important their skills can be in the battlefield and their skills were desired by the masses. And then leads into their current status.

Alternatively with the Sylvari being a young race this could be their contribution, dancing and singing is a part of their culture, aromas and scents a part of their life. Started as a pair of young Sylvari soldiers entertaining their Order/Guild members in front of the camp fire as night, their perfumes revived the tired warriors, their charm livened and mesmerised all. Over time the perfumes were shared, their movements became sharper and their talents were no longer just for entertainment and for morale. They became a vital part of the battlefield.

(edited by jpnova.4572)

The Bladedancer - A new class

in Suggestions

Posted by: jpnova.4572

jpnova.4572

This thread is a product of exam time procrastination

Anyone who played the Dervish, Monk or Paragon classes in GW1 and is carrying on in GW2 surely misses them. Since introducing new weapons will force making it viable for other classes as well, it would be best if all these classes were put together and something new designed to cater to the players that enjoyed fighting while buffing their companions and still be capable of dealing adequate damage. This would be a light armor class, using daggers, swords and greatswords as weapons. Their survivability would rely on evasion. Lastly instead of weapon switching their will be dances assigned to F1-3, switched between like Elementalist attunements, which will switch the mainhand weapons, leave offhand weapons intact.

Class Weapons

Mainhand:

Dagger- Control and condition weapon.

Sword- A balanced weapon with control and damage and mobility

Greatsword- Direct damage with evasion, lots of Breathe regeneration.

Offhand:

Warhorn – Offensive buffs[Fury, Might, Retaliation], AoE Debuff [Perhaps randomly apply Confusion with a Daze or Stun]

Focus- Defensive buffs[Swiftness, Vigor, Regeneration], Petal Rain(A Water or Light field that removes a condition and heals)

Class Mechanics

Breathe: A bar above the weapon skills which is at full at the start of combat it decays with switching dances in combat. Breathe can be restored using certain weapon and utility skills. It does not regenerate while using most weapon skills.

Dances

Dance of the Lover: Close range mode
-Dagger: Bleed and Burn with fast stabbing attacks, an attack that does extra damage per condition, another that can refresh unique conditions
-Sword: Mobile, bleeds, decent damage, medicore speed with rapier like attacks
-Greatsword: Lots of evasion and high damage with slow slashing attacks.

Dance of the Rose: Long range mode, all weapons have atleast one bleed source
-Dagger: Bleed and Confuse with throwing attacks
-Sword: Piercing attacks that sends needles of air towards targets crippling and immobilizing.
-Greatsword: High damage attacks sending air projectiles that hit multiple targets, knockdown and blowout effects.

Dance of the Snake: Mid range, atleast a Poison attack on each weapon
-Dagger: Bleed and Poison using boomerang/bouncing attacks
-Sword: Highly mobile set, throwing the blade and pulling back with ribbons
-Greatsword: Mobile set with evasion and mediocre damage with a few bouncing attacks

Utilities:

Charm: Charm the world around yourself to bend them to your favor, buff self, control enemies with dazes, immobilizes, cripples and the such.

Perfume: Create a pulsing region around self which adds bonuses to allies and penalties to targets. Similar to Banners but bonus decreases further away from the Blade dancer.

Rain: Creates a light/water field which creates a field and works like a consecration or glamour skill.

Blades: Summon bladed weapons to use in combat(Like conjured weapons)
-Killer Scythe: Large AoE attacks
-Swordmaster: Summon 5 swords that float around you and are used offensively and defensively
-Bloody Crescent: Summons a giant crescent blade to use for throwing and defensive attacks.
-Aromatic Sickle: Summon a pair of sickles to use as dual weapons which adds conditions.

Signet: Standard signet effects

Traitlines:

Lover(Power/Healing Power): Buffs attacks and reduces cooldowns in Dance of the Lover. Adds Healing effects to Charm or Regeneration effect to Perfumes. Reduce charm cooldowns.

Rose(Precision/Condition Duration): Buffs attacks and reduces cooldowns in Dance of the Rose. Adds more condition sources and control effects to Perfumes.

Snake(Toughness/Condition Damage): Buffs attacks and reduces cooldowns in Dance of the Snake. Adds Breathe on use Rain skills and reduces their cooldown.

Footwork(Vitality/Boon Duration): Endurance boost, add defensive effects to dodges, condition removal. Gain Signet cooldown effects, maintain passive effect on use.

Breathing(Breathe regeneration boost/Critical damage): Blades have reduced cooldowns, greater duration and leeching effects added. Breathe generation, overall boosts to dances specially to switching between them. Blades do more damage the more breathe you have.

(edited by jpnova.4572)

Weapon Modes- An Alternative

in Engineer

Posted by: jpnova.4572

jpnova.4572

Since A-Net refuses to allow engineers to switch weapons, I propose we get weapon modes, however this should just be limited to the 2h Rifle and Mainhand Pistol so as to reduce complication, this would still use the weapon swap button and would trigger weapon swap sigils. One mode would be the current skill set and the other an alternative set which we can freely switch between with a 10 second cooldown between each.

This is a theory crafting thread.

Weapon modes:

Rifle
Shot Gun Mode: The current skill system left intact but the range reduced on the first two skills slightly.

Sniper Mode: A new set of long distance skills for the rifle.
1. Aimed Shot- 1200 range, adds a 6s bleed, 20% Projectile Finisher. Pierces
2. Super Shot(10s)- 1200 range, high damage, randomly grants weakness, immobilize, blindness or cripple to target, Fury, Protection, Swiftness, Vigor to self.
3. Strafing Shot(10s)- 1200 range, roll sideways and fire a shot while doing so. Projectile Finisher, 3/4s evade. Pierces.
4. Between The Eyes(15s)- 1200 range, 1s charge, Daze. Projectile finisher.
5. Gateway Shot(20s)- 800 range, ground targeted. Teleport to location, inflict 2s Weakness to opponents.
Revert- Teleport back to initial location.

Pistol
Bullet Mode: Current set up kept as it is.

Ray Gun Mode: A short range version of the current pistol set up. Coated Bullets will increase the range on the ray attacks and cause them to pierce(Like Mesmer GS auto-attack)
1. Death Ray- 500 range, refresh one condition on target and do extra damage for each condition on them.
2. Freeze Ray(10s)- 400 range, mediocre damage, chills target for 3s
3. Cerebral Shock(15s)- 400 range, cone, mediocre damage, randomly applies Fear, Confusion or Daze to opponents hit. Steal’s one boon from closest target.

Traits:
Rifled Barrels: Will increase range on all the skills on each mode, increasing rifle by 300, pistol by 200. Hair Trigger needs to be fused with the trait
Coated Bullets: Pistol bullets pierce, ray gun mode have greater range and pierce.
Quick Shift: New Minor trait in Firearms that reduces cooldown on weapon mode switch

(edited by jpnova.4572)

Dye to match Fractal Weapon

in Players Helping Players

Posted by: jpnova.4572

jpnova.4572

Thank you, I already have Gunmetal, i’ll start with that.

Dye to match Fractal Weapon

in Players Helping Players

Posted by: jpnova.4572

jpnova.4572

I was doing my daily level 20 Fractals the other day and get a Fractal Rifle, it wouldn’t suit my little Asura Engineer (Since no rifle suits him already), hence I decided to put it on my warrior. However I’m having trouble finding a dye that matches fractal weapons, I’m using Gold and Midnight Blue for the highlights however I need a main body dye, one exactly like or close to the Fractal Weapons would be appreciated.

Thank You.

Upgrading Skills + Skill Mastery

in Suggestions

Posted by: jpnova.4572

jpnova.4572

In my opinion stacking all tiers would be overpowering, instead you get the option to unlock the upgrade and you can activate one, upgrade can’t be changed during combat.

Crazy Jymm: Power SD/Rifle build

in Engineer

Posted by: jpnova.4572

jpnova.4572

With Cavalier trinkets you can actually get 2.5k toughness that is quite decent. I have been using PBR for a while and it doesn’t appeal to me, hence I switched to rocketboots, still in the process of trying different things.