Showing Highly Rated Posts By Arantheal.7396:

Elixir S stomping intentional?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Also just noticed that OP’s acc is 2 years old.
Do you want to tell us that you never have seen a safe-stomping engi in your 2 years?
Or is it just your salt about recent ele nerfs?
How about we question safe-stomping on mystform as well, m8?

Troll somewhere else, please.
tyvm.

Engineer is love, Engineer is life.

Is the Revenant Tablet Targetable?

in Revenant

Posted by: Arantheal.7396

Arantheal.7396

Keep in mind that the meta is player-made and exists for 2 reasons:
A) Because the AI reacts as it does.
B) People will always look out for the way with the least resistance.

The zerker meta exists because no other equip-choice is viable for the 2 roles that actually exist in the meta: Pure dps & support.
- Healing skills scale horribly with healing power.
- Toughness & vitality do not protect from 1-hit kills (which high-lvl fractals and arah along with other dungeons are full of).
- boon duration can only be achieved with runes and trait-choices
Hence even support builds are shunned into choosing zerk/assassin since there is literally no gain from other stat-combos in PVE (except for world-bosses that can’t be crited, where the meta is Soldier equip)

And stacking is the most viable way since it ensures that every aoe hits the target for its full dmg, defensive aoe-skills reach all party-members and dmg from many bosses can be distributed more easily since many of them have a 3-target cap.
This is why stacking is the most effective way, hence uncontrollably AI that draws aggro, and therefore breaks the stack is the worst thing possible.

Even if A-net decides to upgrade their AI so it runs away from pilled up players, this will just lead to moving stacks of players that will run after the boss, until he’s cornered and then position in a narrow half-circle to keep him in place and proceed with aoe-stacking and aoe-support.

And other games are no different.
When it comes to raid content, the most popular (and arguably best) realization is WoW, and even there players develop the optimal positioning withing weeks after content-release to find the best tanking spot, the best spot for the healer-camp and the best spot for the dps-camp. And the only times they move is if these camps are subject to heavy incoming dps or if a phase-change requires new permanent positions.
While other games will have 2, 3 or maybe even 4 camps for certain bosses, we usually just have 1, which is not better, nor worse. It’s simply the most efficient way to handle the encounters in Gw2.

AI messes with that. Just imagine what would happen in WoW if a warlock or hunter pet were able to draw aggro frequently from the tank. The responsible player would be asked to despawn / change his pet, or simply get kicked from the raid.
The exact same thing happens to players in Gw2 if they refuse to listen to the will of the majority of their fellow party-members, hence they behave egoistical and deserve the kick.
It’s no-ones fault to be new, and I always ask politely if someone needs a explanation for the dungeon when they have low AP. This noob protection is off for me personally when a guy has more than 1.5k AP, because I refuse to waste time with a special snowflake, when I could have finished the dungeon in the time it would have took to make him listening.
Hence I kick AI-builds and move on. When you’ve done dungeons for the 200th time (and more) they’ve lost all their entertaining value, and are nothing but a quick and easy gold-grind, so if I meet people who mess up intentionally by bringing stupid builds to pug-dungeons, all I can say is time is gold, and they’re wasting mine.

When it comes to equip, I really don’t care if they run zerker or not since I usually can carry any group and solo bosses if necessary, I myself f.e. run defender runes since they come with awesome synergy to all the guardians you meet, so I don’t usually run pure meta-builds.
And most groups I’ve met rarely if ever get anal if a boss is not melting within seconds, so the “meta” [In the gaming world. The meta is what is in RIGHT NOW. What are the best strategies, plays, options.. Things of that nature. Often referred to as “Meta-Game”] in Gw2 is much friendlier as in WoW and similar games, where gearchecks, dps-tests and whatnot are widely distributed things and the common standard that every player has to pass before they are allowed in organized raids.

The difference between being a bit more tanky than necessary and AI builds is the following: one slows down the group a bit, the other kittens it up.

Engineer is love, Engineer is life.

Anet let's be serious, say something.

in PvP

Posted by: Arantheal.7396

Arantheal.7396

yesterday was turret day (engi-daily).
So I were running cele rifle, and guess what: one barrage + blunderbus + jumpshot is more than enough to deal with the rocket-turret, and then it’s just poison-spam and cc-spam, until the turreteer falls over.
Even if they run fortified turrets (the reflect bubble), their turrets are just protected for 4sec, against projectiles that is, so just going blunderbus+jumpshot only, on a build that has nowhere as much power-dmg as a zerker or soldier, will improve your quality of life against turreteers instantly.
It is really just the rocket-turret who is putting all this pressure out, so once it goes on a frekkin 50sec cd, you have a time-window big enough to kill 3 turreteers in.

If you run condis, LOS the rocket-turret and condi-spam the engi.
If you run power or hybrid, get rid of the rocket-turret and burst the engi.
If you’re unable to do so, all the power to the AI n00b.

And about the thumper on melee-builds: it will deal something between 600-800 dmg per 3 seconds (depending on your armor). And even less if you see reflect-bubbles, since the 15% dmg increase and shield-bubble are both grand-master traits, so exclusive to each other. If you can’t deal with that, you may as well give up on PvP all together since even the weakest AA (pistol) on engi deals more dmg than that within 3 seconds.
Also it’s frekkin easy to play around the thumper. Yes, it’s AA will cripple you (3s every 3 seconds), and the overcharge (30sec cd) will knock you back.
Additionally, if thumper gets placed and immediately overcharged, it will knock you back twice within 3sec, so as soon as you see the thumper being dropped, dodge, go on range for 3 sec and then continue attacking the engi circling around it. Your second dodge you can use to evade the overcharged shot. Tada, all their CC goes into the bin. even all the turret knock-backs will not affect you since the rocket is already on cd by that time, and no sane turreteer would blow up thumper willingly (and if he does, he’s screwed on the long run anyways).
Once the engi goes into downstate, he has no control over his turrets anymore, so he can’t explode them, nor overcharge them. Go in for the stomp as you please in that moment.
Also, if you engage a turreteer the first time he will drop supply-crate. guess what: turn around and come back 60sec later, and all the turrets from it, along with the medkits have timed out. So in the first few seconds of a fight, pressure the turreteer a bit to bait his supply-crate, then 1up the fight somewhere else or get the map-objectives (svanir/chieftain f.e.), so you can come back and kill him while he has his pants down.
You want to be the hero who saves the day and solos turreteers? Nothing easier than that, if you know what you’re facing. Still it is much more effective to actually out-rotate them to exploit their bad mobility, so you can use the 4v5 advantage for the majority of the match.

too all the nerf-screamers:
L
2
P
…seriously.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Ready Up next Friday: Desert Borderlands

in WvW

Posted by: Arantheal.7396

Arantheal.7396

Forgot the most important question:
Will a-net use the profit they make with this expansion to finally expand their Server-farm, or at least upgrading the performance of the current hardware?

Skill-lag / rubber-banding is not a client issue, it’s the server not being able to handle the stress.

Engineer is love, Engineer is life.

The Explosive Line isn't good. Here's why

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Why replace explosives with tools?
Why not take both?
the 2-5 blasts you get already take kinetic charge into consideration, else you wouldn’t get 2-5 blasts from just picking mortar and Bombkit. I thought that was clear.

The PvP-builds I’ll run with mortar/bombkit most likely will pick explosives, inventions & tools OR explosives, firearms & tools, depending on how I trait for increased movement speed, if i want “lock on” for the match, if I want to be more offensive, or defensive, a.s.o.
But tools & explosives, as well as inventions & explosives pack so much synergy that explosives will be an eternal pillar in most of my builds, simply because the versatility is too huge to give up on.
Still I could replace it, deal with the reduced amount of blasts, dmg-modifiers and aim-assists, while still being able to run viable builds with bomb and mortar.

And that is not a weakness of explosives, that’s the strength of all other trait-lines and the utilities themselves. Not being forced to run a particular line is a good thing, especially if all trait-line come with viable options and decisions, and all utilities are working already as stand-alone, without any trait-support (requirements) so you don’t have to ask yourself “Will not picking this kitten me up?”, but asking yourself “Will this kitten up opponents even faster?”

Current grenadier was a requirement. Not picking this made grenades a joke.
Now it’s baseline, and the new grenadier-trait just asks you “do I need help with landing my nades or not?”, hence it’s a adept-tier trait, along with other, rather weak adept tier traits since it makes less difference for vet-players, but helps out new ones.

Engineer is love, Engineer is life.

Adaptive armor + Ironblooded

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Add stealth gyro, elixir S , elixir B, wrench and you have one unkillable engi in any pvp setting.

I don’t know, but my l2p-sense starts tingling whenever someone uses the term “unkillable” on something he wants to nerf…

So it seems someone bunkered up against power dmg…
Good on him. Can you tell me why you haven’t tried to kill him with condis?

Engineer is love, Engineer is life.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

one and a half year…
+ one more unread post.

01000110 01110101 01100011 01101011 00100000 01111001 01101111 01110101 00101110 00001101 00001010 01010011 01101001 01101110 01100011 01100101 01110010 01100101 01101100 01111001 00101100 00100000 01100001 00100000 01100101 01101110 01100111 01101001 01101110 01100101 01100101 01110010 00101110

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

[S] Bleed visible when player is invisible

in PvP

Posted by: Arantheal.7396

Arantheal.7396

engineers can de-stealth targets with the trait lock on.
engineers and rangers can prevent targets from stealthing by putting reveal on them.

Guardian elite spec will receive a trap that also reveals caught targets.

that is more than enough counter-play in my book.
thiefs are already borderline-viable in competitive game.modes anyways.
Their days of being OP due to stealth are long gone, and they don’t really need further nerf-bats on their stealth-mechanics. And due to their extreme squishiness, their high burst is kinda balanced as well.

I’ve unsuccessfully tried to play thief. Couldn’t get into it because I hate the playstyle of this class. But fighting them constantly in WvW and PvP is enough experience “against” the class, to think that they are fine where they are, if not even being underpowered sustain-wise.

Same goes for mesmer.
Even if their burst is pretty extreme currently, there is counterplay to stealth, and their repetitive burst-patterns are so predictable that you can dodge them even if they are in stealth.

Also – secondary effect wise – vulnerability, fear, cripple, immob, blind & burn also just have 1 secondary effect, so there is no point in bringing bleed “in line” with the rest of them, since only chill, weakness, poison, torment and confusion have secondary effects.
And once reapers are a thing, chill will be the only (announced yet) condition that can be traited for a 3rd effect.

I’d recommend you to play thief/mesmer yourself for a bit, and watch streams of experienced players to understand how the combat works from their POV. Makes it a lot easier to deal with them on your preferred classes.

Engineer is love, Engineer is life.

Gyros After 2 Years

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

A.I.

it will just kitten you up, regardless how you design it.

they should closely orbit us, as the function gyro does in its idle animation.
shredder, stealth and blast should be throwable directly like mines, although with a greater range (since rotors’n’stuff)

Everything that involves autonomous aiming / movement will always be broken.

Remember what happened to turrets:
- they were trash at launch since random aim.
- then a-net changed them always focus fire our targets
- suddenly they were OP and the forums full of salt
- then they got nerfed into oblivion by making them squishy a.f. and removed key-traits that weren’t even part of the issue

And a-net “learned” from this, and gave us squishy trash right from the get go, that moves in random, uncontrollable patterns and can’t keep up with us, so we often don’t even profit from our own utilities.

Even if you increase their survivability, half of the time you will be out of range when they pulse their effects, and since they can’t dodge, nor actively avoid red circles, they will eat all the aoe-dmg and condis that are flying around, which forces you to either make them invulnerable completely, or so tough that you could make them invulnerable anyways.
Sure, you could change them to always avoid red circles, reducing the dmg they eat, but this would make them move even more frantically, decreasing the chance to get their effects while they’re up, even more, and the more complex AI gets in this game, the more likely it is to fail due to pathing errors.

No more A.I.!

Engineer is love, Engineer is life.

Lets discuss Engineer builds for spvp

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

I guess mesmers are currently the biggest offenders, when it comes to the frustrating “head against a wall” feeling, since their burst out of stealth is currently extreme.

My solution: general high mobility, frequent LoS’ing, and if I see mesmers in the enemy team, I switch my builds to take the lock on trait with them. If you can mess with their stealth-uptime, you usually can overpower them. Don’t bet on skills with long cast-times, in case they run interrupt. It wrecks you. S/d is awesome to blow up their clones before they can shatter, especially since some of our tb’s are insta-casts, allowing counterplay even if your stunbreaker is already on CD.
Long invulnerability-cycles help as well, so packing elixir S as utility & having the self-regulating defense trait in alchemy is what truely saves you. Mirror blade is unblockable, so don’t try to use gearshield or shield #5 against gs mesmers. Also, never run after a fleeing mesmer. makes it so much easier to set up their skills to retaliate hard. If they turn around, let them and focus on the team-fight. Never hurts to send some condis after them, especially since they tend to rather avoid attacks, instead of bring enough condi-clears.

Celestial signet necros are also problematic, but can’t handle the pressure of condi-scarce power-builds. Nades are suboptimal against them, but s/d + bunker down works wonders. Don’t try to block their wells, they will strike you even if gearshield is up, and if they go into lich / plagueform, destroy them with moa. Moa also is usefull if they try to hide their last bit of HP in deathshroud, since moa forces them out of it as well.

Mediguards can be deadly if they surprise you, so keep gearshield ready if you don’t know where the guard currently is on the map. Eat up the initial burst with blocks, then respond with at least 1 AA to break their aegis, so you can stunlock & burst them down. If they block with shield of wrath, stow your weapon & wait, and keep them on distance. don’t fight with them in melee, so cripple/ immob & chill are your best friends. Nades + shrapnel + box of nails (the later being unblockable) work wonders.

Thiefs around? equip lock on and they will not be able to survive long, so they’ll either infiltrator-arrow away, or die fast.

Rangers? LoS, stunbreakers & stealth. if you camp on point and allow them to free-cast, it’s your own fault, and when it comes to condi-rangers, bombs / mortar becomes your best friend.

Warriors these days are free kills, if you moa them out of rampage. I’ve nothing special to say about them.

other engineers are iffy, since you never really know what they run. But being forced to condi-clear / block & LoS’ing is usually not far off from the reality, so bring enough active defense & mobility, figure out what he runs, and then respond accordingly.

and at the end, elementalists.
Welp, prepare for a long combat, filled with blind-spam, condis being almost useless against them, and frequent stability / protection / evades / teleports & invulnerability. I don’t say they are overpowered, but fights with them tend to take ages, so unless you can’t 1up the fight somewhere else, don’t engage without enough cc to decap the point under their kitten . If you can manage that, stall the fight until allies can decide it with you together.
So far I’ve not found a working method to reliably deal with them in a reasonable time, but they usually are not able to kill me as well. So engaging them or not is a decision, purely based on the current state of the map.
Btw, if your build relies on condi-bombs, make sure that you run carrion, so you can go past diamond skin, force them into water and bomb them right after they switch out of water. Keep your moa ready to be deployed when they try ethereal renewal, good eles will back it up with stability, so you need moa to deal with it, else they just heal up, gate the time until they can switch into water again with evades & maybe mistform, and go back to 100%, effectively being immune to condis again.
But since this string of events is pretty long, the probability to execute it successfully with a stomp at the end, is low. As I said: They can’t kill us, and we can’t kill them, given that neither of us does something dumb.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Can we get a Rev forum please

in Guild Wars 2: Heart of Thorns

Posted by: Arantheal.7396

Arantheal.7396

+1
/ +15 charrs as well…

Engineer is love, Engineer is life.

Nerf Ele and Engi now pls....

in Profession Balance

Posted by: Arantheal.7396

Arantheal.7396

if it is as meaningless as you make it out to be then you will not mind it being removed right? all the other things you have mentioned can be dodged or blocked ip will get you no matter what you do and it will do so over and over and over and over no matter what kit or weapon you are using.

wrong.
IP only procs every 10 sec, so clear it and live happily without it for the next 10sec.
Additionally, it will only proc on crits.
How to make crits impossible?
weakness, blind, block, aegis, dodge.
Additionally, a disabled player can’t crit, so kick / stun / knock us around, since we have no stability, unless we transmute fear (on meta-builds that is)
If you build packs none of those, you’re not suited for PvP anyways.

Why has it to stay?
Because we refuse to get the engi nerfed again, just because a minority can’t cope with the meta.

So here is what you did:
You were running a non-meta build, suited for high bursts so you can “one-shot” people, or so much survivability that you were literally camping alone on a node. But in order to get your precious high numbers / extreme sustain, you left out a huge chunk of all defensive/offensive mechanics your class offers.
Then you met a humble engi or ele who exploited exactly this short-sighted build, by eating up its burst / baiting its defense, and overloading it with condis / cc’s right after.
Because you got sled repeatedly by this player, and others with a brain, you had to come here and open a QQ thread.

So far you have presented no numbers or facts that would support your point while disregarding every other argument.

You don’t even QQ for nerfs anymore, you simply cry in vain.
And the only reason why people are still talking to you (and others), is because a-net tends to listen to whining.
I have no idea which class you play, and honestly, I don’t care. But one day, some kid will be sled by you, come to this forum and whine loud enough to ruin the game for everybody else.
And still this kid will continue to be sled after he pushed trough his nerf, since he wasted his time on whining, instead of actually playing gw2 and improving his skills in the current environment
This is what this thread currently does.
GG

Just a short reminder:
you can run the meta as well.
Don’t like it?
Goto hotjoin or unranked team-Q and enjoy slaying people there, since most of them will also not run the meta.
There is absolutely no shame in doing so.

Want to improve on your class and personal skills, while also getting ESL-ready?
Run the meta, get a couple of guildies who love it as well and rock ranked team-Q.
Git gud, or get out.

Engineer is love, Engineer is life.

Golem Rush Feedback Mega-Thread

in WvW

Posted by: Arantheal.7396

Arantheal.7396

you have my vote

And my axe

And my Flamethrower

Engineer is love, Engineer is life.

Mulitple Elite Specializations per Profession

in Guild Wars 2: Heart of Thorns

Posted by: Arantheal.7396

Arantheal.7396

Then don’t tell us that “they” said that ES’s could change existing weapon-sets.
Also still awaiting for a source on that one.

If not provided soon: [/thread]

Engineer is love, Engineer is life.

So no self-fixing mechanism for turrets?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

You’ve seen the changes to supply-crate, right?
You know that thumper only gets productive if you place, double-proc and blow it up again, right? Especially since you’d need to do that for its stun breaker anyways…
You know that healing turrets is in fact nothing but a healing bomb, right?
You know that picking up, repositioning and overcharging rocket& rifle turret frequently kittens up opponents way faster than giving them obvious blind-spots to chill out in, right? Especially so since their toolbelt skills are hard-hitting and a waste to be covered with “explode turret” 90% of the time.
You know that net-turret only gets effective as surprise-drop and insta-overcharge, just to be blown up for its toolbelt to chain the immob with rifle, bombkit /pistol #5 right?

None of these useful applications for turrets require them to stay out for more than a couple of seconds, most times just split-seconds. Hence they don’t need a trait to heal them up while they’re out.
Getting rid of it opened the spot for a trait that heals US for blasting them (and other blast-finishers). I thought the message about how A-net want’s us to use them was clear, so if anything you didn’t understand the classes INTENDED trademark, and that is mobile, fast paced combat, something that is very much possible with turrets as well..

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Why does everyone think necros are bad?

in Necromancer

Posted by: Arantheal.7396

Arantheal.7396

If not then I don’t really understand what the point of the spreadsheets are.

I don’t care enough about the people involved in coming up with the actual youtube-footage to deny or testify that anyone ever came close to the estimated performance. Please investigate footage of world record runs on your own for that.

However, the process to calculate dps is clearly documented on the wiki (and on meta-battle as well?), so everyone can run the numbers, which I personally did occasionally as well. Therefore I can testify that nobody will ever be able to reach the estimated maximum in reality, due to the weapon-strength value in the dmg-calculation of power-skills.
Weapons in Gw2 have a dmg-value that reaches from x<->y, so the formulas include a RNG component, therefore will never match your actual dps, regardless how perfect you execute it.

Why do we still prefer spreadsheet calculations above dps-meters in Gw2?
Because A-net refuses to support dps meter, and there are cases known where people got accidentally flagged for account-suspension or even -closure due to Gw2 recognizing that you run the client with 3rd party software. This is prohibited by the TOS of Gw2.
And since nemesis’ manual method of calculating dps is not only flawed (due to him building in a logical flaw), but also extremely tedious and time-consuming (hence he updates so slowly), people rather use the comfortable process of setting up excel-documents, which can be adjusted for various builds rather quickly, once the dmg formulas for all the skills are included.

And since these calculations are done within a standardized environment, commonly used by everybody for calculating their builds, comparisons between them can be drawn quickly and efficiently.
Yes, having dps-meters ingame would greatly improve this process to let it match reality closer, but luckily actual dps-measurement only starts to matter when you want to improve your own skills (or show them off) on a given build after you’ve engineered it. Similar theoretical models are used in PvE elite guilds in WoW in conjunction to actual dps meters, as well.
The reason A-net refuses to support dps-meters for Gw2 is because they fear the community becoming toxic due to upcoming elitism. No comment from me on that.

Also, the reason nemesis has to fight the windmills constantly is because he seems to have some personal issues with some people involved in the meta-crafting process (someone made money with a build from him by selling it to a website over 2 years ago, or something along those lines, ask nemesis for details) – and 2nd – because he skews his own numbers, by calculating the dps of footage of opposing builds right from the beginning of their might-stacking-phase.
So to compare that with WoW, when a pali/priest/whatever starts to buff a guy before an encounter, nemesis starts the clock. This is what the discussion with him is about, nothing else, regardless what he might try to exaggerate of it.
Just click on his name & browse his posts-history, I guess that would be the best way of understanding what’s up with him, since his posts speak for themselves.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

One step closer to holy trinity with Ventari

in Guild Wars 2: Heart of Thorns

Posted by: Arantheal.7396

Arantheal.7396

@Belenwyn:
Have you looked into the canges to engineers inventions and explosives line?

Our bomb-on-dodge will get a trait to become a blast-finisher.
Our elite kit (mortar) potentially has blast-finisher as auto-attacks. (and the mortar itself already comes with a healing field)
In inventions we get a trait that allows ALL our blast-finishers to heal allies. (master in inventions)
We will clear 1 condi by default when using a healing skill (+the 2 from healing turret itself). (minor in inventions)
We will stack regen (not that we didn’t already had perma-regen) for each cleared condi on us and allies, (minor in inventions)
and here comes the overkill:
We get a trait that heals allies for a fixed percentage of ALL heals we receive. (grandmaster in inventions)

Run this with sigils of water & benevolence + monk runes in cleric or settlers gear and you have one hell of of a healing powerhouse…

Wouldn’t surprise me if they tweak the numbers to make bloodmagic necros a thing as well, since they already announced the implementation of vampiric aura anyways.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Hammer damage

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

this is marauder amulett & vampirism runes…

Please, up the dmg of the AA by at least 50-70%
That could also make your PvE crowd happier. Welp, not the meta-fans, but those who actually would like to take the hammer into the maguuma jungle. It really just feels like swinging a wet noodle.

Engineer is love, Engineer is life.

Survey...Would you buy map packs for spvp

in Guild Wars 2: Heart of Thorns

Posted by: Arantheal.7396

Arantheal.7396

No.
/15scharrrrrs

Engineer is love, Engineer is life.

How do i Build a support Engineer?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

For PvE I’d recommend to drop the supporter idea and focus on dps (for dungeons) and mass-tagging (for farming Living Story).
The reason for this is that people just want to clear dungeons as fast as possible, and berserker gear is your best bet for this.

this would be a typical dungeon nade-spammer for starters.
http://gw2skills.net/editor/?fdAQFAUlUUvpKxmc3n9zyt72Fr317ItF0oCDoPxIa7nbYAOKA-TBSBwAFV+FRJ4N1fIu/AKdEIM/B4BBk/CCIKgIC-e
you can upgrade it with runes of strength later on (but they are pretty expensive) and slowly exchange the exotic gear with ascended ones.
also make sure to use slaying-potions for the dungeon you’re entering. (flame-legion-slaying for citadel of flame, f.e.)
This build also works nicely for map-completion and LS-farming, if you switch empowering adrenaline with forceful explosives.

For WvW however you have a valid option for going support.
http://gw2skills.net/editor/?fdAQJAqelUUvp6z+ZXyN5y+afFr317IpFUo3YHHgIH5W+4ECAA-TBiEABJcCBES5nDPIASVCOj6PAY+bp9HIRPBZAKGDA-e
this is a celestial bomb-healer for starters that can survive in the melee-train and heal people up, while also giving soft-cc via blinds, cripple and chill.
make sure to blast your waterfield with shield #4 and Big old Bomb, while using elixir S either for escapes for for stomping people safely. Toolkit gives you a nice 3-seconds block and #5 is perfect for pulling necros, eles and other backliners into the wrath of your zerg.
if you tend to get overloaded with conditions, you could aim for runes of melandru instead, which further decrease condi- and stun-duration, but are a lot more expensive.

Both builds are just examples of what generally tends to work out, but engineers have various options for PvE and WvW, so experimenting with traits and utilities on your own to get a feel for them is the best advice I can give.

Engineer is love, Engineer is life.

Engies need nerf

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Constant pressure (rather than cd-intensive, high spikes) will make any engi topple over, especially since we still suffer from a lack of stab.

Shoutbows are hard-countered by spike-dmg.
Engis in general are hard-countered by sustained, medium pressure. We do have a lot oh-kitten buttons to deal with spikes, but most of them are on pretty high cd’s, so holding back with spikes and releasing them constantly over a reasonable timespan will wear us down.

We aren’t warriors. We are not susceptible to their weaknesses.

Engineer is love, Engineer is life.

Rocket boots - please make this an evade.

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Rocketboots as they are now:

Pro’s
-Nice condition support from the BA’s burning and medium dmg.
-Removes all soft-cc’s without cast-time.
-Propels you in the direction you’re facing, scaling its travel range up by power shoes or swiftness (up to 900), therefore giving you a nice escape or range increase in case of mid/melee heavy opponents.

Con’s
- No stun-breaker, therefore limiting you to 1 kit or 2 kits with one necessarily being EG (in wvw and pvp that is)
- No evade, therefore a potentially wasted CD if triggered within an icefield or other soft-cc applying aoe. This is most annoying against bwikki or in zergs.
- Likely to bug out and propel you in random directions when hitting the floor and attempting the 2nd phase dodge-roll (that is also not handled as evade), worst case being to propel you backwards to your starting-location which also happens to be in a pve-boss’ deathzone.

I really like to use them for their pros, but for almost all situations its a wasted utility-slot, especially since it bugs out often and therefore most likely causes your death.

Engineer is love, Engineer is life.

Did [SPOILER] deserve better?

in Guild Wars 2: Heart of Thorns

Posted by: Arantheal.7396

Arantheal.7396

He will come back…
Remember the final cutscene where the leyline lightning strikes the egg & it starts to blink between golden & violet light?

Yes, mordremoth is trying to corrupt it, in order to get a new body, but the last thing trehearne told us is that mordremoth planted the seed of his spirit in trehearnes mind, right after trehearne “corrupted” mordremoths mind to allow us access.
I think trehearne & mordremoth are melted together as 2 souls in one terrible existence, and even tho Mord now tries to corrupt glints egg & is currently the dominant part, it’s not unlikely that we won’t defeat him physically(again), but cleanse his presence from glints egg, and preserve trehearnes existence, which then melts with glints spirit & hatches as a new, unified being.

That would also fulfill the prophecy of the pale tree, since then we’d still take on other dragons side by side. This time trehearne just will be a dragon (or part of a dragon) instead of a tree…
Also, since dragons have no use for swords, it also would make sense to make us into the bearer of caladbolg then (which we’ve technically become already).
Welp, at least that’s how I think the story will continue…

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Adaptive Armor and HGH just nerfed

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

To those who still think these nerfs are abysmal:

The traits still perform awesome for the reasons they got picked in builds:
HgH builds still cap on 25 might, even without any effort
Also it still reduces elixir cd & increases duration by 20%.
The nerf did virtually nothing for this trait.

Adaptive armor still reduces incoming condi-dmg by 20%, and still is unattractive for squishy builds, since they rather up the dmg from hammer & get free stab from perfectly weighted.
And IF you run a tanky setup, 200 toughness more or less don’t make a noticable difference in your incomming dmg anymore, since you are already way beyond the 2600 armor border.

If you really think these changes “broke” builds, you did not understand them in the first place. Actually we should be happy that a-net nerfed us in a way that we can totally ignore, while shutting down the OP PLZ NERF whinners for some time.
I for my part have a blast on might-stacking builds in PvP.

Engineer is love, Engineer is life.

[Video] Running out of Supplies in EoTM

in Community Creations

Posted by: Arantheal.7396

Arantheal.7396

Look mom, I killed upscaled’s.

Attachments:

Engineer is love, Engineer is life.

Why Anet?

in Guild Wars 2 Discussion

Posted by: Arantheal.7396

Arantheal.7396

Thank you for expressing it regardless.

Even though this is the right attitude to have, most people here will hate you for saying this. All opinions and statements here must be of praise towards Arenanet and critique isn’t welcome.

It’s sad that legitimate critique in a FORUM (noun, a place, meeting, or medium where ideas and views on a particular issue can be exchanged.) gets called “whining” and “complaining”. I guess this is the audience ANet wants?

I’m sorry, but I fail to see where I disregard all facts and praise a-net for doing something obviously awful.
I’ve provided a sound argument, filled with reason as to why OP’s situation must be self-induced, due to lack of planning or information, both factors of which a-net can not be held accountable for.
Do I like the new system?
Hell no, I find it frekkin awful to do all these tedious processes.
But just because I don#t like it, it does not magically let the fact disappear that it is not broken. It is just tedious for power-levelers (which I am, as well).

Engineer is love, Engineer is life.

What the Reaper should have been...

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Do you want to discuss engineer or necro?
because it really sounds like the latter, and therefore as the wrong subforum for this topic…

Engineer is love, Engineer is life.

Please don't get rid of this forum...

in Profession Balance

Posted by: Arantheal.7396

Arantheal.7396

HA!
And I just typed a rant about how QQ for nerfs gets listened to too often.
Silly me, finally we get rid of this cesspool.
Ty a-net, I highly welcome this change (and the option to report/remove QQ-trolls on the engi sub-forum.)

Engineer is love, Engineer is life.

Beta Test - Rifle Warrior = Top. Kek.

in Warrior

Posted by: Arantheal.7396

Arantheal.7396

>Yes, I’m sure players are going to just stand there like that
Oh, you mean like when empowering, or blasting waterfields, or stacking atop of stairs?

>that having pure damage and no sustain will totally be game breaking.
Why do you think that taking rifle as secondary weapon with you, will lock you out from shouts/stances or mobility?

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

[Idea]Total Bomb Kit Rework

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Nades:
Hybrid / condi
Fast paced attacks
chill, blind, poison, bleed
Weak AA / hard hitting #2/#4 (in comparison to mortar & bombs)
No direct Synergy with traits from other traitlines
Effective on Point-blank to mid range (600-900 if traited, else 300-600)

Mortar:
Power / Hybrid
Regular Paced attacks
Chill / Blind / Poison / Healing
Powerful AA / weak #2-5 (compared to other explosives)
Direct Synergy with HgH from Alchemy
Effective for placing fields: 0-1500 / The AA starts to loose reliability beyond 600 range

Bombs:
Power / Condi / Hybrid
Burning, Blind, confusion, cripple, Immob
Powerful AA / weak #2-5(compared to other explosives)
No direct Synergy with traits from other trait lines
Effective on Point-blank to minus 300-600, if enemies are dumb enough (AI / Scrubs) to chase directly

The above described is my observation from the past hours of testing.
We have a explosives-kit for all ranges.
Nades are the odd-ball in terms of weak AA and lack of combo-fields & finishers, but bring a well balanced setup of dmg & condi-control/pressure. In case a stun-lock is called out, they can quickly response with grenade-barrage.
Bombs are our go-to kit for offensive utility in melee combat, since they bring fire & smoke-fields, therefore offering group stealth & might, while messing with the mobility of melee enemies. BoB allows for areal-denial (big “kitten off” sign for enemies), corpse-deplacement, and 1 or 2 blasts, depending on the traits chosen. Sticking to allies and spamming 1 while the lock-on trait is slotted is usually the best way to kitten up thieves, if there are any close-by.
Mortar is our long-range solution for direct support & soft-cc’s. If traited, the double-blast finisher in a previously dropped frost-field is perfect for giving allies a significant advantage on the point, the AA is perfect to harass camping staff-eles and rangers, and still performs awesome in PB-range, and the long-lasting waterfield eases up our healing-combos, such as shield #4, BoB and jumpshot. If traited with HgH, it also contributes to might-stacking, hence opening up kit-builds that take Elixir H, Mortar and Elixir Gun, without the need of additional elixirs (toolkit & nades or toolkit & bombs are both reasonable setups).

I’d say bombs are fine where they are, if used in the proper moment & backed up by mortar (nades + bombs can work, but would take up the slot of either a stunbreak or toolkit for the cc&block).
Given that mortar gets a proper polish-update, I don’t see any issues with bombs.

Engineer is love, Engineer is life.

Mortar kit details

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

jupp, seems like ranger AA, but as 100% projectile finisher, aoe-impact and proc for steel-packed powder & shrapnel.
Can’t wait to peel glassy builds with it^^

Engineer is love, Engineer is life.

Orbital Strike

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

I prefer it that way.
less visual clutter allows for better reading what my opponent does, and that includes some of the NPC’s I encountered mag, where you’ve often just split-seconds as tell before they unleash their rather hard-hitting stuff…

Engineer is love, Engineer is life.

People lack knowledge of Engi in WvW

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

What brings my engi for zerging?

dmg:
~4.5k bombkit Auto (no cd, 5 targets, applies vuln.)
~4.5k dodge-proc bomb (no cd, 5 targets, applies vuln.)
~7k BoB (30sec cd, 5 targets, knockback, applies vuln.)
~2.3k Minefield (20sec cd, max 25 targets, rip boons for each mine hit, applies vuln.)
~5.2k Blunderbus (8sec cd, 5 targets, applies vuln. on crit, applies 5 stacks of bleed)
~9k Jump Shot (16sec cd, 5 targets, applies vuln. on crit)
~2.8k Bunker down (2sec cd, 5 targets, applies vuln.)

cc:
Overcharged shot (knockback / 12sec cd / single target)
detonate (push / 18sec cd / 5 targets)
BoB (launch / 30sec cd / 5 targets)
Netshot (2s immobilize / 8sec cd / single target)
Gluebomb (1s immobilize, 1sec cripple / 25sec cd / 5 targets per pulse – 4 pulses)
Smokebomb (3s blind / 25sec cd / 5 targets per pulse – 3 pulses)

Group Utility:
- all bombs / mines heal for ~200
- Firefield on 10sec cd
- Smokefield on 25sec cd
- Waterfield on 15sec cd
- Waterfield on 25sec cd
- 3 Blast finishers
- cleanse 2 conditions on up to 5 targets & 3k aoe heal every 15sec
- 4 sec stability + 1 random boon (might(30sec), retaliation(10sec), fury(10sec), swiftness(10sec)) for 5 allies every 30 sec

Survivability:
- ~21k health (w/o the standard wvw boons, else ~24k)
- ~2.2k toughness
- ~ 6.5k heal every 15sec
- healing skill gets reseted once I reach 25% life / 90sec cd

I know, if you pick a specific category out of this you will find a class / build that does better in this specific category. Then again, to outperform me in each category, you have to dedicate 4 more people to the jobs that i can fulfill already to satisfying degrees, while not even switching a single trait or utility for doing so…
… and I switch my utilities a lot >:)

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Incorporating Gliders Into WvW

in WvW

Posted by: Arantheal.7396

Arantheal.7396

so you need to have someone camping in your towers 24/7 to look out for incoming gliders, cause the lord can be solo’d easily by most classes?
single roamers, especially mesmers would become your worst nightmare.
>mass-invis
>glide in
>drop portal
>zerg says hello

no ty, I’m all up for new exiting mechanics, but skipping walls without any effort is the worst that a-net possibly could introduce.

Engineer is love, Engineer is life.

Anet let's be serious, say something.

in PvP

Posted by: Arantheal.7396

Arantheal.7396

Arantheal.7396 obviously mains a Turret Engineer, otherwise he wouldn’t be so zealously defending this brainless build. His “counter-points” to everyone’s arguments is to just change your playstyle to play around this one class. Apparently that doesn’t raise a red flag to him.

your refusal to change strategys to win is just innane. you have been given a guide on how to win, but no you call out ‘bbbut then iiii wwwwoullld be chhhanging mmmyy pppplaystyle’.

now, if you think i’m being harsh how would you treat me if i was QQing about power ranger and refused to use blocks or reflects?

There is a difference between refusing to change a playstyle to adapt, and having to dance around all the fricking points to try and outrotate them. Especially if they have 2 turret engis. Good luck with that bs, esp in a PUG

As I said in my previous post:
it is more effective to out-rotate them, but actually killing them is also quite easy if you understand how turrets work. Even reading the wiki about turrets would help you with developing your very own pace of demantling them.
Mindless charging into it is exactly what turreteers exploit upon. Every person with half a brain and a bit of knowledge/understanding of turrets is actually a hard-counter to this spec, hence it performs that bad in competitive play.
It is a PUG farm since PUG’s are usually casual players who refuse to adapt. No reason for nerfing turrets just because of that, else you could remove stealth completely from thieves and clones from mesmers as well.

Engineer is love, Engineer is life.

Possible turret exploit.

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

1. The question is yet to be answered.
2. I’m intentionally obtuse and rude to someone who did in fact not help to answer my question and started to be intentionally obtuse and rude to me.
3. The bug already got reported when we discovered it for ourselves. The question IF it is actually a bug or maybe just the most awesome and legit way to place them came later when we discussed this and tried it out further in our arena. That’s why I’m asking here.
4. I’d really like to use that as effective as possible, but a long deleted discussion in the beta-forums that I can’t even link to is definitively nothing valid to defend my kitten if a random mod decides to prune or ban me. And that’s why I’d like a clear – referable – answer from a mod/dev ITT so I don’t have to decide between a tempting but unsure option and a “possible” ban.

Engineer is love, Engineer is life.

[Suggestion] WvW Rework.

in WvW

Posted by: Arantheal.7396

Arantheal.7396

>Where will server’s loyalty go?
Down the gutter, since there are no servers anymore. You need to let some things go for the greater good. also, as stated above, it’s not unlikely that Faction loyalty can be the new thing, if they design it properly. I mean, what do we have now? Nothing but a name and the people we like to play together with. Nothing holds back a whole community to join a single faction all together.

>Much more spies.
Elaborate. The pay-wall for switching factions is still there. T1 is currently the most spy-plagued tier. they are 3 servers, locked together via glicko-rating. the new system would be 3 factions, tied together… If all, you’d have the same spies, but way more players.

>All pug players will still badwagon 1 side just for a sake of easy wins with numbers( like they do with SFR now) and ktrains.
Baseless assumption. the tier I’m in (t7) is equally balanced. You’d be surprised how many people enjoy sieging up and defending a tower/keep

>Again most major problem are languages for EU servers.
I’m german. I play in EU. RoS is a international server. while I speak german within my guild occasionally, I don’t have issues with communicating in english. German communities within a faction can still be a thing. German guilds will definitively stay being a thing. The same goes to other languages. Also you can use the language filter to get rid of foreign “spam” if you prefer this.

>Abuse of /join map ssytem
Other factions can and will do so as well. It’s called strategy. and with the proposed mega-communities, such actions can be dealt quickly with. I’d go so far to not even call it abuse, but multi-dimensional push^^

>Abuse of PPT when some alliance get 4x number of players of other alliance.
there is no PPT anymore. If a alliance outnumbers the others, they will find mostly empty-maps, filled with players from their side, while the alliance with 2nd inferior numbers will face 1v1 situations in equally filled maps or, like the 3rd inferior alliance, equally balanced maps.
This automatically will force people out of over-stacked factions because else they can have nothing but the afk-game.

>Hardware, now cap is around 60-70. All servers have 108 maps with this new system and cap of 50 it will be at last 150.
Source? I’ve seen way bigger 3-ways in SM…

>Some community problems
As for the alliances, see above. And harrasment or abuse towards certain commanders can’t be fixed by even the most well-thought fixes. That’s business for the support and report function.

Engineer is love, Engineer is life.

"4 Warriors, Zerker only" story

in Fractals, Dungeons & Raids

Posted by: Arantheal.7396

Arantheal.7396

Welp, trolled some lobotomized warris yesterday…

their CoF lfg was saying: “P1&2 lvl 80 zerker warri/mesmer only. Ping gear.”
Since they were the only group in the lfg I joined anyways and asked them politely if they maybe could skip on the mesmer and take me instead. I even were polite enough to ping my fully ascended zerker gear and nade-build. A simple “nope” would have been enough for me to leave again, but they decided to rant all over my class, calling me a noob and kicked me eventually. Ofc – seconds later – they were listed in the lfg again.
And as the kind person that I am, I decided to join with my engi again, type in partychat “please restart your lfg” and left instantly. I did this maybe 15-20 times with them, and they even started to whisper me and rage, throwing tantrums and finally clearing the lfg completely off their presence.

After they were gone, I opened my own lfg and cleared p1, 2 and 3 within ~40 min.

Engineer is love, Engineer is life.

Recent patch making PvP unplayable.

in Bugs: Game, Forum, Website

Posted by: Arantheal.7396

Arantheal.7396

same problem here.
Since the que pop-up sticks to my interface, the whole game is currently unplayable for me.

Engineer is love, Engineer is life.

How to redesign Revenant for making it viable

in Revenant

Posted by: Arantheal.7396

Arantheal.7396

I had the opportunity for playing revenant for quite some time now, and as it appears to me, they suffer from various big problems.

Problem number 1:
No weapon-swap.
Yes, it’s a design decision to not give a class a weapon-swap, in order to make it unique, but the 2 classes we have so far who don’t come with 2 weapon-sets are engineer & elementalist, both of which use alternative methods to actually swap their weapon-skills. In fact, these classes have access to tendentious more weapon-skills than the rest of the classes.
While the engineer gives up his utility-slots for a individually chosen amount of kits, he gets compensated by his class-mechanic which gives him one utility for each occupied utility-slot, while the elementalist has its weapon-swap as class-mechanic, still able to choose his utility-skills freely, with the assurance that regardless what weapon-set he runs, he will always at least receive basic levels of synergy with the correct attunement(s) active.
The revenant has neither of these options. All he gets are really low cd’s, gated by a energy-bar, but that leaves him with locked-tight utility-choices, since he’s unable to customize the set of utilities he’d like to receive from the legends he summons. So in total he will have 5 locked sets of utilities (counting in shiro & glint), forced to pick no more than 2 at a time, while his weapon-sets so far seem to be themed very closely for single legends (both thematically and synergy-wise) leaving him with at least 1 legend that will always feel out of place and dispatched to his actually chosen setup.
To gain at least reasonable amounts of synergy between his weapon, his chosen legends, and the chosen trait-lines, it’s almost required to give revenant weapon-swaps in order to make this class borderline viable in itself.

Problem number 2:
No weapon-skill-support from the Traitlines.
Currently, in order to make a Legend function effectively, it’s necessary to pikci t’s associated traitline. That in itself is not an issue, but almost without any exception, all traits rather support the associated set of utility-skills and completely leave out trait-options to improve their associated mainhand weapon. Jalis offers zero traits for the hammer. Malyx offers zero traits for mace/axe. The few traits in between give bonus dmg / support / defense on certain energy/range tresholds, but none of them reduce (the already low) cd’s, improve a weapons attack speed or dmg. As it stands currently, revenant will end up with the lowest PvE dps output of all classes, mainly because of the almost-complete lack of dmg-modifiers.
Shiro might change that for double-sword, but if that happens, the build-variety for revenant in PvE will be horribly narrow, locking him into exactly one spec, without even the option for less-performing-but-still-viable niche builds.
Not to mention that his group-support is already barely existent (not even counting ventari, since its current group-heal output is nothing but a joke, on top of bottom lvl dps if chosen with staff, compared to literally all other classes). The only thing he seems to bring to the table for groups is easy stability /dmg reduction in jallis, and easy condi-cleanse (with a suicide-move / more about that in point 3).
In its current form, revenant will not be a welcomed guest for dungeons/fractals, and shiro will not change much about that, even if it comes with viable dps.

Problem Number 3:
Suicidal condi-builds.
Malyx has zero condi-cleanse, and even if traited doesn’t provide enough resistance, so every attempt to deal with necros / engis / rangers / mesmers / burning guards will end in downstate, even if the opponent gets down first.
It appears that malyx-revenants are not meant to solo-roam since they only get barely enough resistance to survive, if they suck up enough condis from allies around them. On his own, they’re dead meat.
While it would be broken for every other class, malyx-revenant needs a way to apply perma-resistance OR one big condi-cleanse (5 condis or more) on low cd, unless he gets redesigned to not require certain amounts of condis on him in order to function effectively, AND receives the option to not only spread, but transfer condis away from him.
As it stands, malyx kills you faster than the enemy in PvP.

That’s it from my POV.
The low movement speed could be a potential issue as well, but since revenant actually has small leaps on low cd’s, I guess it’s okayish. Still, options to apply decent amounts of swiftness or get a 25% movement-speed bonus will be necessary for PvP, since mobility is one of the key-atributes there. And as it stands currently, revenant has no teleports or long-range leaps to compensate for that, so would be pigeon-holed into running runes of the traveler or speed.

Engineer is love, Engineer is life.

Turret Balance suggestion

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

In their current state any nerf to them would just be another nail in the coffin.

I may be mistaken on this, but the general consent around here seems to be to get rid of them entirely in exchange for something new, like “aoe-pylons” (think wow shaman totems)

On the other hand, healing turret is one of the best healing skills in the game, and a cornerstone to most engi builds, and s/d builds certainly would miss the low cooldown of rifle turrets’ tb.

Beyond that, extreme squishiness, and high cd’s make most of them a completely wasted slot. thumper turrets only merit f.e. is its stunbreak on the tb, but when compared to other stunbreaks of engi (elixir S / utility-goggles / elixier-gun), it is almost always a waste to pick it.

But i think there is a way to make turrets viable without making them OP.

  1. their dmg really needs to scale with our stats.
  2. decrease their maximum uptime to 10 seconds.
  3. decrease their individual cd’s drastically (15sec should be max, exception being heal-turret for obvious reasons)
  4. flame-turret should fire more frequently or apply 2 stacks of burn
  5. picking them up should halve their cd
  6. turrets should profit from boons

then they could keep being squishy, so enemies get rewarded for focusing them down, and we can replace them far more often. Ofc turreteer builds would still feel like sitting ducks in a pile of junk, but with these changes they actually could pack a decent punch, while still allowing reasonable counterplay from enemies.

Engineer is love, Engineer is life.

[Suggestion] WvW Rework.

in WvW

Posted by: Arantheal.7396

Arantheal.7396

estimated Pros:
- Population imbalance is dealt with.
- Coverage issues are dealt with.
- loot spam is dealt with.
- Ques are dealt with.
- Guilds and communities still can organize themselves as they please. Communities have a way bigger potential to expand and grow stronger now.
- Since there are only 3 factions, and a PvE megaserver, recruiting to factions / guilds is much more easy.
- GvG scene is real now.
- spying gets harder, due to the instanced maps creating multiple layers.
- Eotm becomes a competitive map. (A rework to eradicate most of the PvE stuff could even get it into the realms of being balanced)

estimated Cons:
- Server identity / Server pride is lost. (Faction identity / pride is the new thing?)
- Communities most likely don’t continue to exist in their current iteration.
- The feeling of long-term rewards is gone with the Score.
- Tournaments will not return (or at least I have no idea ho tournaments should look like in the this system, hence the tickets get rewarded by the rank-up chests).
- It is not guaranteed that some instances don’t turn out as giant karma-blobs (more fun for skilled zerg-buster guilds).
- Low tier roaming becomes more dangerous since most maps will have pretty high populations. This forces a roamer to have better map-awareness in general.
- Since EotM is part of the new maps, xp/karma-blobbs are a thing of the past, since they will have guild-groups and skilled roamers to deal with (I don’t think that’s bad, but others surely will…).

Discuss.

Engineer is love, Engineer is life.

More communication about the Scrapper please

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Welp, some tweaks to core engi I personally would love to try out:

- [medical dispersion field] should spreading healing even if we’re on 100% health, and doing so on a 480 range to match the Healing turret range.

- [Juggernaut] should apply its might-stacks every 0.5 seconds and have their base duration devided by 6. Less camping in FT would be welcome. The stability-ticks should remain as is, else it would be too powerful against frequently incomming cc’s.

- [Chemical rounds] should also make pistol shots piercing & make them count as explosion.

- [Iron blooded] should also decrease incoming condi-dmg or receive another defensive effect. It is currenty not worth a grandmaster slot

- switch [stimulant supplier] out for [elixir infused bombs]. EIB now procs on all explosions, but grenades only receive 1/3rd of the healing per grenade. Combined with my suggestion for chemical rounds, this could make pistol/shield into a decent weapon-set for support builds.

- increase the dmg-modifier on [shaped charge]. It is weaker then the minor trait & there are potential build options that apply vulnerability but don’t utilize explosions at all. F.e. Flamethrower + [Heavy Armor Exploit]. Also, please increase the vulnerability duration of HAE to 5 seconds, so it gets in line with [Steel-packed Powder]

- Allow [Adrenal Implant] to stack with vigor. Currently its inability to do so either ridicules the grandmaster or the minor trait in tools. If you have special reasons for not letting it stack with vigor, change the minor trait to directly grant endurance, instead of (usually pointless) vigor stacks.

- Allow [Gadgeteer] to also build charges when evading or blocking attacks. Or better, remove the charge-building mechanic all together & allow [gadgeteer] to grant us overcharged gadgets permanently as long as we run the trait.

That’s it for the core spec.
The scrapper traits & mainhand weapons looks awesome so far, but the class-mechanic & utilities feel like the opposite of a strudy frontline bruiser.

please apply the following changes to all gyros, including the one on the F-key:
- Make them immune to dmg & most condis
- Still allow them to be hard-cc’d / blinded / feared / crippled / chilled / weakened
- let their cd’s start when they spawn
- increase the sneak-gyros cd to 60 sec / keep the sneakgyro damageable (else it would be too powerfull
- give all gyros a 2nd utility skill to blow them up (some were apparently missing it in the stream)

This is a Beta-weekend.
I guess no one would be angry if some of my suggestions would be overpowered, since we’re merely testing them for 2-3 days. Just implement them for a short time so we have a chance to test these in practice & if they turn out to be game-breaking or promote a unwanted play-style for some reason, this stuff could still get rolled back again.

we have a saying in germany about this:
“Probieren geht über studieren.”
roughly translated:
“Trying out is better than studying”
… And german engineering is known for being some of the best in the world.

edit:
forgot one of my notes
- Change [streamlined kits] to only proc their old kit-refinement effects in combat. Out of combat it only should grant the swiftness. This would be a much appreciated QoL change.

edit 2:
- Devide the burning duration of FT AA by 10 & apply it to each tick of Flamejet. Please make use of the engines ability to calculate fractions of seconds of condi-ticks. The recent dmg-buff is very welcome, but this is already the hardest hitting AA we have in terms of power-scaling, but other AA’s are better because they apply vulnerability / weakness / bleed / cripple & do so in a frequent manner.
Having to cast a 2.57sec long skill (cast + aftercast) in order to receive nothing but 1-2 stacks of bleeding, 2 seconds of a single stack of burning & maybe 2-3 vulnerability stacks + swiftness from H.A.E. is simply not worth it.
Appart from splitting up the burning stacks, FT could either
a) directly apply vulnerability with each tick. You know, cooking a opponents armor definitively has some negative impact on its performance.
b) or have a 50% chance to blind targets. Wearing the Inventor’s Sunglasses negates the effect.
c) or have a 20% chance to fear targets for 1 second. I’d run from a flamethrower, just saying…
d) or have a 33% chance to rip boons. Doesn’t really makes sense to have regen tick on you while standing in a river of fire…

give the AA something special & worthwhile to cast it. We spend 2.57 seconds on it, so it would be kinda nice to see this time investment to pay off.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Spirit shards and superior siege

in WvW

Posted by: Arantheal.7396

Arantheal.7396

It is my honest opinion that the current process of producing superior siege is outdated, especially taking in the new system in context. You have to create them ONE at a time; of which it is pretty absurd. So it is my unfortunate assessment that wvw was not taken into account.

What would be some reasonable ways to tackle this?

To compensate for the harder to obtain shards, would it be reasonable to change the pricing, to say 1 shard for 2-3 guides, sell for badges, or allow it be possible to craft them— perhaps we could get some wvw specific crafting siege materials.

How I would do it:

> New Recipe(s) for Artificer
5-10 T5 wood (depends on siege-type)
5-10 T5 metal (depends on siege-type)
1-5 T5 fine crafting materials (choose the currently cheaper ones, to push their price on the TP)
1-5 Siege blueprints (depends on siege-types)

There you go, the artificer is now able to craft high amounts of siege, for roughly the same price, with just a few clicks, without any artificial cap.
Since all resources are available on the TP, it’s a players choice if he rather spends silver or honor badges on his blueprints.
This courages using superior siege, eases the constraints on a commanders purse or clicking-fingers, and will make the lifes of those who supply the TP with siege a lot easier, while also increasing the amount of silver that T5 farming can earn you.
And it makes sense lorewise in light of the upcoming changes as well, since the new profession, the “scribe”, will be able to craft guild-siege anyways.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

How to fight celestial engineers?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

cele rifle…

welp, even if it sounds counter-intuitive, engis will always try to stick in mid to close range to you, so we can profit the most from blunderbus, jumpshot, nades and toolkit. even tho nades say they are on a 1500 range, their projectiles are that slow that we only use them in 2 modes:
carpet-bombing a point without specific target from afar, or nade-spamming a single-target on point black.
lessons to be learned from this: if a engi charges towards you, back off and kite him. and don’t just run in a huge curcle around him, switch your pattern often with teleports, leaps and stealth to avoid preemptive nades flying towards the point you’re running to.
use LOS to avoid the long-range auto of our rifle. we definitively will rely on it if we recognize that our nades will not hit efficiently. dodge our magnet-pull. if you don’t you end in downstate without any option to avoid that. always expect a second magnet-pull right after. if you dodge, good engis will interrupt the cast and have it available again after 4sec cd.
we don’t have a cd on weapon / kit swap, so always expect us having access to our full kitten nal. if we loose health too rapidly, we will trigger elixir S (invulnerability) or our shield-block. you have no option to work around that, but to back off and burst us again within 16-20 sec (traited or not). else our block is off cd, and every 60sec we have elixir S ready as well. Elixir S is our only stunbreaker on this build tho. try to bait it out and you can stunlock and kill us pretty easily, unless we get the option to do exactly that first.
always dodge if we come really close, else overcharged shot will knock-back and prepare you for impending death.

cele engis have a wide variety of skills to choose from, and some like to take utility goggles with them if they meet a stealth-heavy thief. the goggles have a 40sec cd, are a stunbreaker and give us immunity to blind for 10sec. additionally their toolbelt skill is called analyze, the one that inflicts 10 stacks of vulnerability for 10sec and also puts reveal for 6sec on you. analyze has a 1.2k range and is a insta-cast (it can be triggered even while we’re stunned). the cd of this skill varries between 30 and 23 sec, depending on how much points your friend decided to go into our tools-line.
Choosing it in duels against thieves or mesmers is a kittenish move, but if your friend decides to do so, you have little to no chance to gain control over the fight.

anyways, engineers are the natural hard-counter for thieves, so don’t feel bad about getting obliterated so often by them.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Why does everyone think necros are bad?

in Necromancer

Posted by: Arantheal.7396

Arantheal.7396

The spreadsheets give out so high values since they don’t take the encounter (directly) into account – and that’s their advantage.
Since all builds are assumed to be played with perfection, environmental effects do not influence the analysis of any given build, allowing them to be displayed under equal conditions. That also excludes individual player-skill levels.

dps-Spreadsheets assume a boss-armor value of 2.6k / a perfect & continuous rotation / buffs from warri banners of strength & discipline / 100% fury uptime / 25vuln on the boss / 25 might on the player / no boons on the boss.

And since all builds are treated under the same, perfect conditions, the dmg-calculations are purely objective & display the maximum achievable potential for any given build on any given class.

Yes, individual boss-mechanics favor condi dmg highly over power dmg, but since the gw2 PvE content is so laughable easy, it is not reasonable to even start to care about these individual mechanics. On the opposite, there are bosses in the game that have extreme condi-duration reduction on them, causing you to run your head in with condi builds just as often as with purely power builds.

And while hybrid would be a nice all-rounder (hence engi is such a popular class for solo runs), people usually care more about a good bang for their buck, hence go for peak-performance comps on the power-side of builds.

Everybody with half a brain knows that dodging reduces you dps uptime, and that the values advertised in the builds are not always (if ever) achievable, but these builds guarantee that your actual dps is limited by nothing but your personal skill-cap.

If you find builds that you personally perform better on, congratulation, you don’t need the meta anymore. It is really just there as orientation for people who do not engineer their own, individualized setups.

… and this is the turning point where condition builds > power builds, not because the math shows it, but because the mechanics dictate it.

NOW… does the math resemble anything like this ? AT ALL…

Yes, it does.
Conditions have a formula that can be used to calculate their dps per stack, so you just go ahead and calculate how high & long they tick on your target, assuming that your target does not have any condi-duration-reduction on it.
Just as power-dmg, conditions get calculated in a normalized environment as well. This includes effects from traits for +duration, 25vuln, and 25 might, along with buff-food, if picked for the build.
Ofc the duration is capped at +100% max in the spreadsheets.

You can see that people add their condi-dps always as well, to the overall dps of their builds, since even zerker stats can produce a significant byproduct of condi-dps, especially if we talk engineer.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Turret -> Attachments

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Welp, since we already had all this hate about gyros & basically commonly agree that we want them invulnerable & locked to the engineers position, I see less & less reasons why we need additional AI to put on the ground.

I mean, having moving gyros & stationary turrets in one class, both being squishy & completely non-viabe in any game-mode isn’t fun, isn’kitten

So I want to change turrets into “attachments”.

Basically attachments are combat-armor extensions that serve offensive purposes. All attachments have really low cd’s and basically act as weapon-skill addition. They replace turrets completely, since we now carry their essentials around

Rifle attachment:
A shoulder-mounted gun-barrel
shoots 3 projectiles withing 0.5 seconds on 1.2k range. each projectile is causing 2 stacks vulnerability / 5sec cd
TB: minigun
shoots 10 faster, but lighter projectiles withing 1 second. each is causing 1 stack of vulnerability. / 30sec cd

Flamer attachment:
A wrist-mounted, high-pressure flamethrower.
releases a single jet of fire that inflicts 2 stacks of burn & blind for 4 seconds on 600 range. 7sec cd
TB: Oil leak
releases a small fire-field (180 diameter) under the engineer. Periodically ticks burn stacks & damage / 20sec cd

Thumper attachment:
A leg-mounted jackhammer.
releases a close-quarters shockwave that damages / cripples for 3 seconds & dazes for 1 sec. 7sec cd
TB: Big Rumble
Stunbreaks, knockbacks enemies, blast-finishes & deals medium damage / 40sec cd

Net-gun attachment:
Mounted on the other shoulder, a net-gun.
Shoots a net that immobilizes the target for 3sec & dazes for 1sec. 10sec cd
TB: High pressure net
Shoots the net with too high pressure, knock backing the target for a huge range / 20sec cd

Rocket-Attachment:
Back-mounted rocket-barrel
Fires a homing rocket that flies towards the enemy & applies heavy damage / blind for 4 sec on the target / 10sec cd
TB: Locked launch.
Hold a rocket in the barrel to propel the engineer towards the target / burns out in the target area & releases a smoke-field. Ground-targeted, will not fly you up on walls / 25sec cd


Heal___
Heal attachment:
Arm-mounted tissue regenerators
Heal for 2k / removes a condition / 5sec cd
TB: Overdrive
Activates a passive regenerator that heals 800 per second for 10 sec & spends vigor for 10sec / 40sec cd


Elite___
Shock attachment:
Chest-mounted Capacitor
Releases a shockwave that stuns targets for 1sec in 600 range & deals heavy damage / 30sec cd
TB: Overdrive
Continuously strike targets with lightning to deal medium dmg if they come in 240 range / lasts 20 sec / 120sec cd

Discuss

Engineer is love, Engineer is life.

Am I being ignored when it comes to stealth?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

1st of, yes 2k Ap is low and people tend to not trust low AP players.
2nd, FT brings you in combat since you need 2 ticks to kill a flower, hence you move slower. Guardian staff kills them with 1 hit, therefore he doesn’t get tagged into combat and the group can run full speed instead of crawling behind you.
3rd, engi can stealth and quite for long, but has way longer cd’s than thief and is horrible when it comes to applying stealth while running full speed, hence a thief performs better.

Yes, engineer can perform all necessary tasks in a group and compensate for missing classes, but -as of now- never excels in any role. So if there is a thief, let him do the stealthing (help out with additional blasts on smoke-screen), rely on guardian staff if there is one, let the guardian drop his wall first and go for our 50% chance with elixir U once it times out, let thiefs do the solo part in CM if there are any, because they have a easier time and are faster than engis.

Our class is awesome since we are the jack of all trades, but master of none. Lean back and let others do the work they are better in and collect your gold at the end. If you let things happen in their natural flow you’ll earn way more gg’s and hero-moments than with trying to be the special snowflake of every party.
Be assured that most players with 6k AP or more are well aware of what engineers are capable of or not. You don’t need to prove anyone what you can do or not. Most people will thank you more for tagging along and allowing a quick and event-less run.

Engineer is love, Engineer is life.

Am i playing op class?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

except for 2 or 3 builds, warriors are screwed in PvP.
I guess his ego got hurt since he’s used to be looked with awe upon in Dungeons and WvW…
Welp, the later less lately.^^

Just kidding, there are some amazing warriors out there, but the guy you’ve met seem to suffer from a big l2p-issue himself. Playing an engi properly requires 12 fingers and a lot of practice, so keep it up and improve yourself.
Don’t let yourself getting demotivated by ignorance / jealousy or hatred towards a class that you like.
One bit of advice tho: If you were running turrets: don’t.
They are really hard to counter in 1v1 situations, so a true easy-mode for the class. But if you really want to improve your own skills you should always try to run new builds that are hard to play well, else your learning experience is zero.
Additionally tureteer builds are rocking in pug vs pug matches, but on higher ranks you’ll meet more and more people who just out-rotate (never visiting) you, only to rush and rofl-stomp you together in the right moment. You’ll not help your team much if you always camp on a node, hiding behind your turrets.

If you enjoy the rifle: play zerker s/d
If you enjoy nades, run cele rifle.
If you enjoy pistol/shield or pistol/pistol: run condi-2kit
And if you mastered these and get bored, come up with your own builds to discover new ways of fun every day.^^

Engineer is love, Engineer is life.

Any forgiving engi builds..?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

@Lupanic, I don’t think that was a troll.

Also, since my I-net provider went bogus for the last 5h I could not post it sooner.

The bunker turreteer
http://gw2skills.net/editor/?fdAQJAqelUUpyqVVx2KseNCdBF6VklXI6h0wR/pAA-TJxFwAWLDYc/BHPAAAnAAA
Place your rocket-turret far off point so enemies can’t clear it that fast, spam your pistol-skills and use the shield situational. #4 reflects projectiles and can be an aerial knockback, #5 stuns and blocks in melee-range and if triggered twice you throw it like a boomerang and daze/ interrupt people. Generally nice support-ability from your heals and permanent boon-buffage via turrets.

The more annoying bunker-turreteer
http://gw2skills.net/editor/?fdAQJAqalUUpyq1WxPLseNiaBF6f0mAI6rEyb/pIA-TJBBABA8AA67EAAWZgB3fAA
Bombs will heal you and allies so keep cycling through these skills. Again, place rocket-turret off point and use the thumper as protection-beacon. Pistol #5 is a nice immobilize / cripple that is the perfect setup for a BoB / BK #5 / BK #3 combo. This build generally gives nice group-support and is a kitten good aoe-cc spamer.

The troll-rezzer. [Attention, good timing, high APM required.]
http://gw2skills.net/editor/?fdAQJAqenUISFWWyFubBrXIpugG5T6SIH4IAVAEZCHCA-TJBBwAAOBAReAAC3fAcZAA
Nice cc’s, awesome mobility, 90% uptime for vigor – and the best is – practically immortal, requires some timing tough.
Basically, if you reach 25% life, your healing skill AND your Toolbelt gets reseted every 90sec.
And for maximum exploitation, you have A.E.D. that will give you one giant burst-heal if being deadly struck while it’s active (timing is the key, else you get a regular heal, thx to all the healing-power you have). Once you reach 25% after this, its tremendous long cd is instantly reseted and you trigger it again.
Should your enemy still burst you, wait for around 10% health and drop Elixir R belt-ability. If you go into downstate within it, you rezz yourself almost immediately. Once you reach 25% health again, it gets reseted and you drop it again at 10% health. If you combine that with all the dodges you have (drink elixir R / use EG #2 to trigger vigor), the block from Toolkit, the passively ticking heals, and the fact that A.E.D should be off cd by then, you have a multitude of life-bars that will reset frequently.
I had other people raging at me several times while running this. Once even kept a whole team busy with this build. And it is awesome point-support to keep your peeps alive^^

Engineer is love, Engineer is life.