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Do engi kits need massive overhauling ?

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Posted by: santenal.1054

santenal.1054

A kit sees different amounts of use in the various game modes.

I am going to name a few simple tweaks that I think would make the underused kits (in WVW roaming ) quite a bit more popular. (Not adressing all the problems with the particular kits)

-Grenade Kit: Make the Velocity increase (and maybe radius increase) of the “Grenadier” trait baseline so people can use the kit (and hit people) without the explosives traitline. This would make it possible to theorycraft alot more decent grenade builds.

-Bomb Kit: Make the fuse time 0.5s standard.

-Med Kit: Make #2-5 AoE.

-Mortar Kit: also give it an increased velocity. That it hits like wet noodles wouldn’t mather as much if it could be reliably used for attacking from afar.

“Elixir Gun” , “Tool Kit” and “Flamethrower” are popular kits and with good reason, they are pretty great. (though flamethrower has been made useless for powerbuilds (damage wise)).

(edited by santenal.1054)

anyone still roaming in WvW?

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Posted by: santenal.1054

santenal.1054

In my experience I have the most roaming fun when I:
-Roam with 1 or 2 buddies to cover weaknesses/deal with imbalance (only gonna get worse when PoF goes live) (not all builds work well together)
-play on the off hours (not primetime)
-play on desert borderland

(edited by santenal.1054)

Torment and Confusion

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Posted by: santenal.1054

santenal.1054

What if they gave the “damage on skill use” part of the confusion damage an internal cooldown of 1s, that would tone down its potential damage quite a bit. (against high actions per minute builds mainly)

(edited by santenal.1054)

Ruining Base Engi (A WvW Roamer Perspective)

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Posted by: santenal.1054

santenal.1054

Game-Update-Notes-January-26-2016

“Vigor and other endurance-regeneration effects (such as traits) now stack up to a maximum of 100% bonus regeneration rate.”

Log on and count the ticks to fill up endurance with vigor, and then with vigor and Adrenal Implant – it’s significantly faster with Adrenal Implant!

Yep, that is what the patch note says.

If with No endurance regeneration buffs you regenerate 1 dodge every 10 seconds (assuming you have a non full endurance bar all the time) then:
Vigor OR Adrenal Implant (150% regen) = 1 dodge every 10s/1.5=6.66s
Vigor AND Adrenal Implant (200% regen) = 1 dodge every 10s/2=5s

(edited by santenal.1054)

Ruining Base Engi (A WvW Roamer Perspective)

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Posted by: santenal.1054

santenal.1054

Game-Update-Notes-January-26-2016

“Vigor and other endurance-regeneration effects (such as traits) now stack up to a maximum of 100% bonus regeneration rate.”

Accelerant Packed Turrets RIP

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Posted by: santenal.1054

santenal.1054

No it’s not a null issue, it’s a good trait and healing turret is still used alot. (Some people think the trait might return with future traitline changes)

Could we get a mortar rework?

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Posted by: santenal.1054

santenal.1054

June-23-2015 (17:56)
Mortar has been converted into a kit

June-25-2015 (03:41)
Mortar Shot: Reduced the damage by 28%.

August-8-2017
Explosive Powder (Improves damage from explosions 10%): This trait has been removed from the game.
Siege Rounds: This trait has been removed. (no more double orbital strike)

It seems to me that they dont want mortar kit to be able to do any meaningfull damage.

Basic engineer questions

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Posted by: santenal.1054

santenal.1054

You can enable “Snap Ground Target To Current Target” in the general options. The grenades will then automatically fly towards to place of your target. (also use the “grenadier” trait for the increased throw velocity)

Are Vipers good for the engineer?

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Posted by: santenal.1054

santenal.1054

Expertise is condi duration increase not boon duration, but yes it’s a verry good stat for condi focused hybrid builds.

(edited by santenal.1054)

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: santenal.1054

santenal.1054

I would like a keybind that when pressed makes you target the nearest ally in downed state, too often one can not target and therefor not ressurect an ally in the heat of battle due to too many clones/pets/minions/enemies blocking every attempt in clicking on him.

Gliding and Territories in WvW

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Posted by: santenal.1054

santenal.1054

This gliding thing is so unfair against attackers. Defenders keep resetting fights (gliding away) untill they win and you can’t kill defenders with fall damage because they just (re)deploy their gliders. Please limit gliding to out of combat use only or make it so that you can’t deploy gliders 5 seconds after a hard cc. Abusing unfair mechanics to win ruins the fun.

(edited by santenal.1054)

Any idea for engi build. Did the update help

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Posted by: santenal.1054

santenal.1054

Did anyone try the Lock-on “Striking a foe while you’re stealthed triggers Invisible Analysis”? I toyed with it a bit but it doesn’t seem to trigger if when I hit someone from invisible.

Have you tried hitting an invisible enemy to trigger “Invisible Analysis”? (you yourself don’t have to be invisible)

The old “Lock On” would trigger “Analyze” when you hitted a stealthed enemy so I assume they just wrote an incorrect tooltip like they often do.

“Controlled Analysis” triggers when you hard cc the enemy (it has a seperate 25s icd).

(edited by santenal.1054)

Rocket Boots - Amazing

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Posted by: santenal.1054

santenal.1054

I was just thinking, if there is a way to cancel the Rocket Boots aftercast? (Im not that familiar with Rocket Boots)

Accelerant-Packed Turrets Deleted

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Posted by: santenal.1054

santenal.1054

You might want to add the explanation of the trait to your post because that trait name hasn’t really been used since 23/6/2015 (merged with Explosive Powder).

“Accelerant-Packed Turrets: When your turrets explode, they push back foes.”

Also, I think they just forgot about this functionallity, surely they didn’t do this on purpose right?

(edited by santenal.1054)

These changes are garbage.

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Posted by: santenal.1054

santenal.1054

Explosive Powder is removed so we can’t use turrets to knock people back anymore?

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: santenal.1054

santenal.1054

WVW needs tags (like commander tag but in different shapes) for smaller groups (ex. Scout tag (1 person), party tag (1-5 people), small group tag (6-15),…)
This way people dont mistake a scout for a commander and a commander for a scout. This is important so people understand how many people are where and where they should run to if they want to help.

-Make it possible to use those tag while in a squad (it’s anoying that only the commander can use a tag currently)
-Make it also possible to untag (every tag) without having to leave the squad. (also verry annoying currently)
-Add some sort of glow option that can be toggled to indicate a tag is in combat or has seen something important, something to draw attention with the increased amount of tags

(edited by santenal.1054)

Gliding and Territories in WvW

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Posted by: santenal.1054

santenal.1054

If you use a “knockback” skill to push an enemy off of a height, can he deploy the glider before hitting the ground?

Holosmith - all skills and traits tooltips

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Posted by: santenal.1054

santenal.1054

I much rather would see a recharge cooldown on the “ENGAGE Photon Forge” instead of the current 6 sec deactivation cooldown on “Deactivate Photon Forge”. This way you can still decide to instantly bail out of Photon Forge Mode if you require a skill from your kits or main hand weapon. The current cost: loss of different F5 skills, locking you out of your kits and main hand weapon for 6 seconds , locking you into a possibly self destructive transformation mode for 6 seconds plus the loss of many reactive playstyle possibilities for 6 seconds makes this engineer elite spec verry unintresting for me.

Who else is disappointed in holosmith reveal?

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Posted by: santenal.1054

santenal.1054

The new elite spec gives us some sort of a weapon swap (resulting in expected consequences for kits). I will most likely not bother trying to play it.

(edited by santenal.1054)

Holosmith - all skills and traits tooltips

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Posted by: santenal.1054

santenal.1054

If I understand it correctly, everytime you activate “Photon Forge” you can’t reach your weapon set or use kits for the next 6 seconds, locking you out of lots of survivability skills. I hope this doesn’t turn out to be too risky to play.

If you watch Bog Otter’s stream, there’s nothing like that when he activates Photon Forge. It replaces your weapon skills with a different set of weapon skills and you can’t deactivate Photon Forge for a bit. Maybe that’s what you’re thinking of. You can still use all your other skills. I doubt very much you couldn’t use kits.

If you read the “Engage Photon Forge” tooltip under the “Utility Skills + toolbelt” (from the screenshots) it says “Disables use of kits for a short duration” (6s) .

The 6 second recharge cooldown (the “you can’t deactivate Photon forge for a bit” thing you see after “Bog Otter” activate’s “Engage Photon Forge”) on the “Deactivate Photon Forge” tooltip is what makes me think that you are not able to reach your weapon set for 6 seconds. The “drop bundle” icon that appears is greyed out so you have to use your F5 skill to deactivate the mode.

(edited by santenal.1054)

Holosmith - all skills and traits tooltips

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Posted by: santenal.1054

santenal.1054

If I understand it correctly, everytime you activate “Photon Forge” you can’t reach your weapon set or use kits for the next 6 seconds, locking you out of lots of survivability skills. I hope this doesn’t turn out to be too risky to play.

Flamethrower should burn more

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Posted by: santenal.1054

santenal.1054

I do wish Anet would buff the FT kit overall, so condi Engis don’t take the kit solely for the toolbelt skill.

I think you missed what they did to the kit on 22 february 2017 .

Flame Jet: The duration of burning inflicted on the final hit of this skill has been increased from 2 seconds to 4 seconds.

Flame Blast: Reduced the base damage of this skill by 66%. This skill now inflicts burning for 3 seconds.

Detonate Flame Blast: Reduced the base damage of this skill by 57%. This skill now inflicts 2 stacks of burning for 3 seconds.

Cele engineer in WvW

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Posted by: santenal.1054

santenal.1054

Strong celestial builds still exist in WVW, but most people just choose to play pure power (hammer) or pure condi (p/p).

By celestial engineer you don’t only mean those old (outdated) rifle/grenade builds right? Grenades aren’t popular anymore and it probably has to do with a single boon (resistance) that can render all it’s utilities useless, reflections countering all it’s attacks, retal procing with every grenade that hits , every utility cleansable by the ever increasing amount of condi cleanses, “grenadier” trait being mandatory,… Not having a blast field anymore or a combo finisher doesn’t do the kit any good either.

(edited by santenal.1054)

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: santenal.1054

santenal.1054

1) It would be nice if we could get a keybind to detarget. (clicking on an empty spot is not always an option)

2) Skills not being executed + going on a 4 sec cooldown because the target is behind you is also verry anoying. Video

Rifle Engi help (wvw)

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Posted by: santenal.1054

santenal.1054

Rifle in itself (hybrid build) isn’t going to do much damage in zerg fights, sure “Hip Shot” pierces but the incendiary powder is gonna be cleansed near instant and the power damage alone isn’t going to put enough pressure on someone (it will be outhealed). (I dont know how a pure power rifle with damage dealing sigils/food/traits performs (or mortar?)).

My personal experience with my hybrid rifle build in zergs is that other than ramming a tornado in a 10-20 man zerg, pinning down/killing flankers, pulling/moa’ing single targets (sometimes from walls/ sometimes commanders) into our own zerg and giving a bit of healing/cleanses, I dont feel verry usefull in a (+20) pug zerg let alone something organized. Thats why I mainly roam/scout/kill siege/close walls to cut off reinforcements…

(edited by santenal.1054)

Def vs. Dura for Power Hammer?

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Posted by: santenal.1054

santenal.1054

I dont use these runes but the durability ones look superior to me.
Rune of durability (4) + recovery Matrix + Protection Injection can give you some nice protection uptime. the +20% boon duration of the runes combined with the +20% boon duration of alchemical tinctures (I assume you take alchemy traitline?) benefits the protection spam and the runes give 175 thoughness + 125 vitality.

Defender runes only give 175 healing power (not the greatest stat), the regeneration of (2) is meh (doesn’t your build have plenty of regen uptime already?), the aegis of (4) is meh and the (6) can give you a nice heal (how much is it? somewhere around 3-4k? if i remember correctly) but it can also easely go to waste if you block at near full health ( I assume aegis can proc (6)? aegis can come from (4) and the transmute trait the converts burning into aegis).

Talking about defensive runes…
Maybe the scrapper runes are also worth looking at (-7% damage reduction within 600 range) combined with -10% damage -5% condition reduction food ( Bowl of Curry Mussel Soup )and Adaptive armor -20% condition damage reduction. (plus 175 power 100 toughness stats)

Furious Sharpening Stone is a strong utility food for a power build so you might want to look at that also.

(edited by santenal.1054)

Plea to remove timer on combat tonics

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Posted by: santenal.1054

santenal.1054

Why can’t the endless embiggening tonic not be used in WVW by the way? it makes me so sad =(

Rifle changes

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Posted by: santenal.1054

santenal.1054

A buff to what rifle already does is verry welcome but a complete overhaul is not something I am waiting for (currently the most fun engi weapon). Buffing rifle ( + many other power) builds can be done by making grenade kit (and bomb kit) usable (in player vs player scenario) without having to take the explosives traitline ( “Grenadier” is way too essential). Many potential power builds also got ruined by making flamethrower a near full condi kit (resulting in that you basicaly have to take the firearms traitline (like every good condition build has to) if you want to play with flamethrower). I hate it when kits/traitline combos become essential why can’t more kits be like toolkit and the old flamethrower? their skills work nearly just as efficient/are usable with or without certain traitlines and they are hybrid kits.

(edited by santenal.1054)

Scrapper build help

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Posted by: santenal.1054

santenal.1054

This is the build. I have been playing with the stats on wep/armor by swapping out the soldier/valk.

I think you forgot to link your build.

(edited by santenal.1054)

[Suggestion] Vouching for projects

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Posted by: santenal.1054

santenal.1054

Why can’t we vouch Gems to back WELL SPECIFIED (community suggested/ anet approved) projects which the gw2 communities think should be completed. (More balance patches, unused trait overhauls, UI improvements, …)? That way we can directly finance the betterment of this game at an increased speed (more devs can be hired). I think it’s a good way to stop/slow the dying of of certain game modes because of neglect (devs seem to have other priorities/unaware of important grievances) and a good way to figure out what players truly find important.

example:
1) A community requests a change/overhaul somewhere.
2) Anet accepts it as a worthy project, puts it on a list in the gem store and names a price next to it. (ex: 200 000 gems)
3) Players can then vouch gems in the gem store (locking up those gems as long as they want to back the project, but still retrievable if they dont want to back it anymore) to back a project and once the total amount of gems vouched by the community reaches the Anet requested price, Anet can accept the project, remove all the (at that time vouched) gems out of the players accounts and do what was promised.

(edited by santenal.1054)

Healing Turret is fine. And Gyro times logic.

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Posted by: santenal.1054

santenal.1054

Shredder Gyro has the same summoning animation as Personal Battering Ram but even slower lol.
But I dont care much about shredder gyro. The blast gyro on the other hand could have been pretty fun to use but they ruined it for me that it only can be activated when you have a target, the throwing of the tag announcing to your enemy that you are sending a slow moving gyro on its way which may or may not detonate when they meet eachother (really dumb ai) even if you try to summon it and detonate it manually in melee range it takes like 1-1.5 seconds which is long.

Elite specs and weapons/utilities

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Posted by: santenal.1054

santenal.1054

Back before HOT was released I made a forum thread asking if it was really necessary to lock hammer and gyros into the scrapper traitline, limiting possible hammer and gyro build diversity.

Old Thread

So I ask again, Should they keep this mutually necessary restriction or get rid of it with the next expansion?

Imo the only valid counter argument back then was that it would make balancing harder. (challenge: Can you theorycraft an overpowered (difficult to nerf) build assuming this restriction didn’t exist?)

Share your thoughts.

Join same instance?

in Players Helping Players

Posted by: santenal.1054

santenal.1054

Thanks for the response.

Join same instance?

in Players Helping Players

Posted by: santenal.1054

santenal.1054

A party member just got kicked out of our quest instance for “Flying too high” how can he join us again? We are playing Migrane (HOT act IV challenge mode).

(edited by santenal.1054)

lets see dem engis

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Posted by: santenal.1054

santenal.1054

Sorry to spoil your thread but there is a sticky thread “Lets see your engineers!” at the top of the engineer forum.

[engineer] RIP HEALING TURRET

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Posted by: santenal.1054

santenal.1054

I just started playing PVP, first time I ever bother (since they added sigil of cleansing ) and the turret has blown up too early at least 3 times today (1 of wich was in a crucial moment) dispite me being rather carefull. I can’t believe that no more people then me and coro find this annoying, maybe they ain’t noticing it?

Cleansing Burst no 15 sec CD?

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Posted by: santenal.1054

santenal.1054

hi dont forget purge gyro which has been meta in pvp for several seasons

Was that only before they removed the daze on destruction?
The problem with skills like purge gyro, elixir c and elixir r is that they dont have enough (non niche) other utilities to justify wasting a precious utility slot on them, but that is just my opinion concerning the things I plan to do. (not pvp)

The clunky Med kit also removes condies.
You (@Warrost) can find the list of all the skills/sigils/runes/food/traits … that remove condies Here

(edited by santenal.1054)

[engineer] RIP HEALING TURRET

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santenal.1054

You shouldn’t be blowing up the turret right away. That was never a thing. You always had to wait for the sprinkler!

Having to wait for the overcharge is not the issue, but the possibility of the turret detonating before the overcharge. The heal skill and the detonation are the same keybind now and the delay is a little too short to prevent this (this problem didn’t exist before).

I have made a Video wherein I keep my finger on the Heal button with the result that 13 out of 24 times the detonation comes before the overcharge making you end up with a lousy 2520 heal + 853 regeneration (0 heal power). So whenever you keep your button pressed in too long, try to detonate too early or spam the button too much there is a significant chance that this will happen to you. Most of the time everything is gonna be fine if you try not to do the 3 things I just mentioned but eventually its gonna happen to everyone and its gonna suck.

(edited by santenal.1054)

Please remove the delay from Healing Turret.

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Posted by: santenal.1054

santenal.1054

That implies that pressing a button fast ten times is faster than two times at the right point and thats not how it works.

Nope thats not what im implying. Go read my 6th comment in this thread to understand.

Please remove the delay from Healing Turret.

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Posted by: santenal.1054

santenal.1054

If you want to spam SO BAD then you still could even if they remove the stupid delay, you have 3/4 seconds to spam, ain’t that enough for you? geez

I dont know what you are trying to say with the “you have 3/4 seconds to spam” , but
the spamming is for the sake of getting a decent heal (+cleanses) as fast as possible not for the sake of spamming. Without a delay (and no additional changes) that would result in a lousy heal of about 2.7k and a bit of regen + a 20s cooldown.

(edited by santenal.1054)

Recent patch healing turret not sufficient

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Posted by: santenal.1054

santenal.1054

Ye Turrets need a more sophisticated, well thought out solution but im afraid that the best we can hope for in the coming days is a lousy hotfix solving only a part of the created problems or a total reversion.

(edited by santenal.1054)

RIP HEALING TURRET !

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santenal.1054

I noticed that while running with swiftness and dropping the turret, sometimes you’re out of the area before you can even detonate in the water field.

Hmm, speed is reduced by 33% while in combat so that shouldn’t be a problem. I can do a flame blast + jumpshot combo finisher in the water field while running straight forward in combat with swiftness.

(edited by santenal.1054)

RIP HEALING TURRET !

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santenal.1054

Well in certain situations you want to be spamming your healing skill to be sure that it starts as fast as possible (eg. just after an animation that doesn’t allow you to activate non instant skills like healing turret or after a daze, … ) , while keeping your eyes somewhere else than the skill bar/healing turret, but now that detonate is on the same keybind as the healing skill the possibility of detonating as result of the healing skill spamming and only getting like 2700 healing is a newly formed problem.

And I get it but the delay of HT giving the water field has been there always and if you spammed the button you didn’t blast it consistently all the time. Nothing has changed in this terms.

Its not (only) about blasting the the water field but about not getting the heal ,regeneration + condi cleanses of the overcharge.

(edited by santenal.1054)

Balance patch - turret change

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Posted by: santenal.1054

santenal.1054

Patch note:
Alchemical Tinctures: This trait now functions with Toss Elixir X.

Nothing about healing turret

RIP HEALING TURRET !

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Posted by: santenal.1054

santenal.1054

No need to insult eachother.

The recent turret changes have turned into a med kit 2.0 story and we all have different concerns in how we can use the turret/blast finisher/water field, some people just aren’t yet aware of all the problems that have been created.

(edited by santenal.1054)

Please remove the delay from Healing Turret.

in Engineer

Posted by: santenal.1054

santenal.1054

just because people refuse to do precise inputs instead of just spaming keys.

Sometimes milleseconds count (when being ganked) and I like to spam instead of trying to do “precise” inputs but with the recent changes the certainty of a decent heal is gone.

Id be happy to settle for the following solution however:
If they transfered all the healing, regeneration and condi cleanses of “Overcharge Healing Turret” to the “Healing Turret” skill + remove the detonation delay.

FIX THE HEALING TURRET !

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santenal.1054

Quite sure you cant blast it before the overcharge since they added the 0’5s cd

Yes you can.

RIP HEALING TURRET !

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Posted by: santenal.1054

santenal.1054

Well in certain situations you want to be spamming your healing skill to be sure that it starts as fast as possible (eg. just after an animation that doesn’t allow you to activate non instant skills like healing turret or after a daze, … ) , while keeping your eyes somewhere else than the skill bar/healing turret, but now that detonate is on the same keybind as the healing skill the possibility of detonating as result of the healing skill spamming and only getting like 2700 healing is a newly formed problem.

(edited by santenal.1054)

RIP HEALING TURRET !

in Engineer

Posted by: santenal.1054

santenal.1054

Yes, or they could slightly increase the 0.5s delay and save lots of engineer lives in the years to come. This is such an impactfull and easy to implement quality of life change.

Or (and this is just a suggestion) start paying attention to your surroundings and blast the water field when it’s there

“Start”? I can assure you that I already do that. Why do you guys bother pointing out the known alternative to a (without a doubt popular) quality of life suggestion?

(edited by santenal.1054)

RIP HEALING TURRET !

in Engineer

Posted by: santenal.1054

santenal.1054

Then just w8 that milisecond. We did it before and it was no problem. I actually find the the Cleansing burst is much more consistent now than before. It activates instantly.

Yes, or they could slightly increase the 0.5s delay and save lots of engineer lives in the years to come. This is such an impactfull and easy to implement quality of life change.

(edited by santenal.1054)