Showing Highly Rated Posts By Arantheal.7396:

Question about engis

in Profession Balance

Posted by: Arantheal.7396

Arantheal.7396

Nope, because yours’ is off reality, bases on 15h playtime, and states simply untrue claims.Therefore it will spawn nothing but unproductive arguments, wasting your and everyones’ else time.

Engineer is love, Engineer is life.

Warrior does Less DPS than the WORST class?

in Warrior

Posted by: Arantheal.7396

Arantheal.7396

Vampiric aura puts 32 dmg on top of every hit someone does.
So if 100b hits for 40k in total, vampiric aura has contributed 320 dmg to that…
Meteor shower would receive a total dmg-addition of 704…
And all that for traiting into a line that overall greatly damages a necros personal dps output. GG

When it comes to the possibility that a boss-mechanic ever requires weakness-spam, you want to bring a engineer (poison dart) or elementalists with Glyph of Elemental Power. They’ll easily have you covered. The engineer then also automatically comes with group-condi clear/transmute, depending on his traits, so by buffing the party via incomming conditions, they indirectly put additional pressure on bosses as well..

And even condi-spread will be covered without necros, namely by their more powerful bigger brothers: malyx revenants. They will cover that quite decently in the up-coming raid content, given that condi-spreads ever become important.

I guess you can see the pattern:
Necro does nothing unique or special & the only direct buff he has (vampiric aura) is not only extremely under-performing, but further decreases the necros personal dps, ending up in actually reducing the parties overall dps more than buffing it.

I said it before & I say it again: Play whatever you want, this game is about fun.
But OP & his fellowship use shallow manipulation to sell a class as something it simply isn’t. Necros have no place in speedruns & most meta-zerglings don’t bother with them because they artifically increase the time it takes to grind gold via dungeons.

There are enough open LFG’s so all classes can complete their daily set of dungeons without any problems. The problems really only starts to arise if someone identifies too much with his class & can’t deal with the fact that it’s objectively under-performing, therefore jumps up & down in his flat & attempts to kitten of everyone who thinks unlike him via trolling.

I f.e. love my main, which is engineer, but while I honor any decent engineer out there for the awesome results our class can put out, it’s still not enough to make it into the meta. And we already have the currently single most powerful sustained dps build available. But instead of running around & scream at anybody who’d tell me engi is still sub-par, I rather contribute in the class’ subforum to ideas & concepts for improving the points it needs improvements on.

OP is not aware of the state of necromancer, hence he rightfully gets laughed at from the necros out there & effectively contributes zero to improving the class so it actually receives valuable improvements.

From my side, everything is said.

Engineer is love, Engineer is life.

Warrior does Less DPS than the WORST class?

in Warrior

Posted by: Arantheal.7396

Arantheal.7396

So all you do is to compare direct dps of a zerker necro & a P/S warri, only to then completely disregard the indirect dps of the p/s warro by buffing the group BUT pointing out the indirect dmg your necro does by stacking vulnerability?

Your vid is cringeworthy & you know it. Line-casting is already frowned upon, so we disregard that here.

Does your necro bring banners, you know, the stuff that enables a group to 100% crit in the first place?
Does your necro bring as high might-stacking for the group?

warris are not needed for their high dps in a group, actually there are higher dps builds than p/s out there for warri. We are needed to enable 100% crits & stack might mid-combat, while also buffing Power with 2 unique buffs for the group. On top of that we also stack a decent amount of vulnerability on our own already, usually capping out on 25 with a decent ele in the group.

Necros do not allow stealth-skips, so they won’t replace a thief (which also brings higher personal dps than warri & necro).
Necros do not enable the group to 100% crit all the time, so they wont replace a p/s warri.
Necros can’t reflect projectiles, hence they won’t replace the guardian in the group (which personal dps is way beyond necro)
And ofc Necros wont replace elementalists because even without icebow they have higher personal dps than necro, stack vulnerability just as easily & buff the group way better than necro.

We all know that necro is not the worst when it comes to direct dps, but what you constantly ignore is the fact that it’s also nowhere as impressive & comes with a almost complete lack of group-support. Additionally, the support (vulnerability-stacking) they potentially could bring is ALREADY covered without them.

Until you address the point of group support, I’ll sit back, enjoy my popcorn & lmao about your fake, self-deluded laughter. I mean, at least try to hide that you’re just trolling.

Engineer is love, Engineer is life.

Expansion Hammer Hype

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

…spider mines.
O_O

I want bunker down to release exactly that: AI-mini-mines that spawn every 2 seconds if I crit regularly, drop to the ground and jump after the nearest player (1 second delay before they jump). I don’t care if it is my target or not, I wanna see chaos and explosions all around me. Low dmg? fine, just make sure that they are homing and I will totally spend the 6 points into firearms, pick up 2 useless traits on the way, and then spam bombs all day long.

If not a trait, give us a new gadget that dispenses them for the next 10 seconds, 10 mines in total with a 45sec cd. toolbelt could be 5 spawning at once with a 45sec cd as well (going down to around 36 seconds if 6 in tools).

All I want are little suicidal minions, loaded with pounds and pounds of TNT, jumping after the first thing to move.

Engineer is love, Engineer is life.

Anet let's be serious, say something.

in PvP

Posted by: Arantheal.7396

Arantheal.7396

rocket-turret has a 50sec cd if it gets destroyed. and it’s one of the squishy ones (along with net / rifle turret).
thumper-turret has a limited range, rendering it useless, unless you decide to fight on the point. and it also has a 50sec cd.
rifle fires in a direct line, so use proper LOS to avoid it.
rocket has a low arching courve on its regular AA. if you see a rocket with high angle, dodge towards it, since that is the one that actually knocks you down. Keep sure to get hit by it while dodging, since it’s homing.
they both have a 1.5k range if traited, so don’t try to out-range them, just use proper positioning to be impossible to hit by one of them. The engi himself is easy to ignore, since he will have no crit-chance when he comes close to you (outside of 600 range to rifle-turret which ticks fury), and only has blunderbus, overcharged shot and jumpshot. all of which are on 10-20 sec cd, since he has no space to trait for his rifle, so just dodge them.
So, here is the 4-step plan to kill the engi:

on any power ranged build:
- find a blind spot, not covered by rifle or rocket. If there is none, stay on your max effective range and spam A&D to mess with the turrets targeting
- pressure the rocket-turret until it explodes
- pressure the engi until he dies (keep in mind he only has mediocre heal, and is basically nothing but a healthbar)
-stomp. He can’t overcharge his turrets anymore, so ignore the thumper, it will not interrupt your stomp.

on any power melee-build with stability:
- rush in and focus the rocket-turret
- switch to the rifle-turret
- switch to the engi
- stomp

on any power melee-build without stability:
you are not suited to kill the turreteer, regardless how high your burst can get, the will cc you to death and kite you. call for friends.

on any condi ranged build:
- find a blind spot, not covered by rocket / rifle or keep spaming A&D
- jump out of cover, apply your condis, go back into cover
- wait for your condis to wind the engi down, he has poor condi-clear (only 2 every 20(15) seconds)
- stomp. again, he can’t overcharge his turrets anymore, so unless you are low on health you can ignore all turrets since you face nothing but medium sustained dmg on you until he is dead.

on any melee condi build.
you are not suited to kill the turreteer, even with stability, since you can’t wind him down fast enough until his turrets and cc kill you.

This was posted countless times by many other users in countless other threads.
Once more, it is a L2P issue.

Engineer is love, Engineer is life.

[VIDEO] Briksha is NOT a troll

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Nice vid, good to see the mortar being useful for once, the same time while running a build without nades. I guess I’ll try something similar.
Thx for the input

Engineer is love, Engineer is life.

People lack knowledge of Engi in WvW

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

“engis are too OP” comments did hurt the class in the past (think juggernaut / minekit / poison nades / a.s.o.) and “engi needs buffs” will result in the demanded WHILE EVERY OTHER CLASS GETS BUFFS AS WELL.
Meanwhile skillful engis shred meta-builds to pieces in pvp and wvw and the other classes’ scrubs cry for further nerfs. And now engi scrubs, that don’t get the hang of the class (and rather should call for lecture on how2engi), call for buffs instead so they can play a “cool steampunk themed avatar” without investing a single gray cell.

So yea, what will really hurt the engis performance is the ongoing distress call for an unnecessary class cdi.

Engineer is love, Engineer is life.

So what weapons would work with holosmith?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

since sword is building up heat as well, I think it’s mandatory for running holosmith (unless photon forge becomes a true weaponswap eventually).
so that leaves us with pistol or shield.
both are cc, while one offers limited protection (which always is a nice supplement to glassy power-builds), and the other comes with a nice load of mellee-burning.
If you run condi-smith with sword, you will feel a strong synergy to pistol #4 since sword comes with a gapcloser, ensuring that #4 hits hardest.
And if you run sword / shield, you will have a nice amount of cc to burn boss / lord breakbars even faster.

Engineer is love, Engineer is life.

How can we changed WvW to prevent the blob

in WvW

Posted by: Arantheal.7396

Arantheal.7396

wvw is a blobb-fest and designed as such.
Still you can make it easier for defender to deal with them, without overpowering defenders.

Solutions to decrease the effectiveness of blobbs:
- make gates impossible to be damaged by players. (only siege works)
- change omegas’ auto-attack to fire direct projectiles instead or arcing ones (makes siege in general more useful against omegas, therefore discouraging omega-rushes)
- keep waypoints closed for 10 more seconds than the defense event goes, preventing a blobb to portal in right away by actually making waypoints perma-contested if a wall or gate keeps getting hit
- allow hit cannons / mortars / oil to produce white swords, but keep waypoints open until a wall or gate is hit (introduce different alert-states: white swords for permanent siege /camp-lords being hit with a 30sec delay (waypoint remains open), and red flashes (like the ones from dug up chests in silver-wastes) for hits on gates or walls , which do close waypoints, but are displayed on the corner of the minimap for every player currently on that map immediately)

blobbs on the open fields should remain as such, since
a) many people actually enjoy big zerg-fights
b) it gives PvE’rs the opportunity to gain map-completion without the need to dive too deep into the pvp portion of the game (cause many dislike pvp /wvw anyways but need it for their legendaries)
c) roamers have a easier time since the mayority of players is blobbing around instead of camping in every tower / camp permanently

Engineer is love, Engineer is life.

PvP Guide + Game play (Static Discharge)

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

No sustain, other than vampirism runes.
Gearshield won’t protect you against necros & mesmers and since you went full baIIs-to-the-walls, you have no come-back mechanic against conditions, as well as thiefs in general.
And the lack of any stunbreaker is basically the nail in the coffin for this build.

No to mention the current problems with TB-skill-queuing when s/d is active.

Static discharge are one of my favorite builds, but you have nothing to back it up in your build, and the trait is currently buggy as well.

Engineer is love, Engineer is life.

Engineers in wvw w/o stab

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

healing bombs
blind-spamming + 4k autos on up to 5 targets
nade-spamming (backline-build)
s/d (focus build)
FT badge-farming (blobb-build)

and these are just the ones I like to use.
I guess others have other preferences as well.
But we already had this discussion multiple times, so here are the short-ndes of the current consensus:

Cons:
- low/no stab, needs a guardian to be carried
- mid armor, needs more defensive cd’s than GWEN
- GWEN-stuck commanders will discriminate engis / not open for experiments.

Pros:
- Extremely versatile / gap-filler for all possible roles (focus, melee, backline, support, you name it)
- superior melee cleave and dmg, while still maintaining the necessary survivability
- loads of aoe-cc, perfect in combination with a WoC or Null-field.
- surprise-factor. engis are rare in zergs / GWEN-stuck enemy commanders will avoid meteor-showers and wells, but ignore nade-barrage, minefield, BoB, similar skills.
- superior mobility. we can enter, drop skills (minefield after empower f.e.) and leave a enemy-zerg before they (could) react.

Engineer is love, Engineer is life.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Tchuu Tchuu, bump train comming through.
Next stop: 2k replies.

A-net response after requesting a fix for Hobbosacks: “nope”
A-net response after being asked why: “kittenthats why.”
side note: kitten quaggans.

Engineer is love, Engineer is life.

Turret Engi as WvW-Solo Roamer?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

turrets are rubish (for pvp and wvw), but if you want a easy build:
http://gw2skills.net/editor/?fdAQFAUlUUpWrlcxzLseRCbBNyx8GQOhLIqN+xIGAA-T1BEwAMV+BT9nO6IAcBBit/AhHAwWlgkCgJpWA-w

maintains huge loads of power, is almost immune to soft-cc (and resistant to condis in general), brings good cc, and FT is a easy-to-use kit. Together with super-speed, netshot and magnet-pull you have all the means to catch people that want to abuse your rather short effective range, giving you the advantage when it comes to positioning.

I’d say a good beginner build into the deeper reals of what the engi is capable of. Just don’t camp in FT all day long while mindlessly spamming #1. with the loads of power to your hands, blunderbus, prybar and jump-shot will hit like a truck, so chain them in.

Engineer is love, Engineer is life.

Why don't we ALL play berserker warriors?

in Guild Wars 2 Discussion

Posted by: Arantheal.7396

Arantheal.7396

the answer is simple really.
warrior, guardian, ele, mesmer anything one of the other useless classes can do one of these main classes can do it better.

until a.net decides to make the others either part of the meta or changes the meta nothing will change .

So you need 3 guys to do the job of one engineer?
Healing, condi-cleaning, dps and control. Not even is the engineer the most versatile class in the game, he can easily specify himself for even outperforming any part you perceive as the actual “meta”. And that can be done by many classes, including those you failed to understand

The group I run dungeons and lvl 49 fractals with:
Me, our enginner – group-heal / nades dps (and therefore dps-groupsupport) / control
1 ranger – pet-tank and dps / control
1 ele – dps / additional heal if needed
1 mesmer – dps / control
1 necromancer – condition-mancer

Sometimes one of our group got no time, so we must use the lfg-tool for dungeons (never would I run a fractal with someone who’s not in my ts-channel), and everytime we get a warri or guardian I really feel sorry for them. Yes, it sometimes proved as false prejudice since we found someone who actually can play his class, but often enough we got a complete kitten with us who kisses the ground at nearly every boss (or even sometimes on the way to them). And no, I don’t feel superior to people who just started the game and lack the training, but those who fail constantly while running around with 11k achievement-points and a fency legendary on their back which served no purpose but to polish the ground.

A clear sign for a rally-bot: a warri who joins our group from the lfg-tool and tries to kick our ranger. happened yesterday…

Engineer is love, Engineer is life.

Thieves and Rune of the Krait

in Profession Balance

Posted by: Arantheal.7396

Arantheal.7396

@OP
this has nothing to do with krait runes specifically, all that happened is that a p/p or p/d venom thief stealth’d, triggered all his venoms, came out of stealth and dropped all his venom-stacks on you, and went into stealth again while letting you tick to death.

krait maybe enhances his duration and adds one more cripple/bleed/torment stack, but the real condi-pressure comes from their venoms.

counterplay:
general cleanse, since venoms are on long cd’s
be a necro and transfer them back (devastating hardcounter)
be a ele with diamond-skin (hardcounter) and(devastating hardcounter)/or(hardcounter) use ethereal renewal as healing skill
be a guardian/engi and transmute them (semi-hardcounter)

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

The most lethal thief I've encountered.

in PvP

Posted by: Arantheal.7396

Arantheal.7396

this is a troll thread.
the end.

Engineer is love, Engineer is life.

Warrior does Less DPS than the WORST class?

in Warrior

Posted by: Arantheal.7396

Arantheal.7396

If this gentlemen can get it, so can the rest of you…

I took a very big chunk out of this video, the initial size was 37 minutes… that chunk along more things will be in part 2… and now that i have your attention… ohhhh… part II…

It’s going to be beeeaaauuuutiful

Hey Nemesis,

It could be interesting to estimate the indirect dps by group support. Any chance, you could do some dps calculations for class X with and without the support from warrior? As a setup, I propose the same team with war and necro, and compare the kill times on 5+ runs or so? By considering kill time, the variable performances of the four others average out, which should yield better estimates on the indirect dps. Tbh, I think you made your point about direct dps already clear two years ago. I think that quantifying the indirect dps is necessary for an objective comparison. You intentionally made this a war vs necro thing to provoke people, you cheeky person :p Looking forward to your next vid! I’m planning to patreon you btw. There, I said it.

It’s the first time i try to speak in “the language of the internet” and the results unbelievable…

What you are asking is possible yet irrelevant, i can not say more without spoiling part II…
All i can say right now is that you are asking the wrong questions, i will answer the right questions in part II…

It’s true… warrior is used as a buffer + DPS not as pure DPS, but… buffer for who though ?…
There is such a thing as too many buffs (because of the buff cap) otherwise all parties will have… idk… 5 warriors ?… SO… shouldn’t warriors be glad to see the necromancer, the high DPSer ?…

Why aren’t they ?… Because Icebow exploiting does 10x BURST-DPS then any other class… and it just so happens that most of the fights are over in that period, and the BURST-DPS doesn’t have time to fall short…
Now… should the monsters have 10x more HP ?… or should the Icebow be fixed ?… (which is already a confirmed change for HoT btw)

Another delusional idea is that necromancer not only doesn’t bring any buffs to the party, but also has LOWER DPS, then a warrior who also brings support… that’s why necromancers get kicked… LOW DPS + NO SUPPORT

No my friends… i bring the damage + debuffing, you bring the support + damage = balance, as soon as Icebow is gone…

That is all i can say for now without spoiling part II… if you think part I was controversial… ohhhhh just you wait.
Thank you for your support on the matter.

By your logic, deleting icebow from the game would make necro the natural 2nd choice, judging from personal dps.
And that’s exactly where you are wrong.
Engineer out-dmg necros on sinister builds.
Thiefs out-dmg necros
Elementalists out-dmg necros even without icebow.
Guardians do so as well as DPS warris.

Explain me, why would we run a class that gets out-dmg by so many & brings no unique group-buffs?

edit:
And if there is debuffing needed for a boss, you rather bring a mesmer with nullfield instead of thief, so you still have stealth-skips & gain additional reflects.

edit2:

I really have no idea how the upcoming raid-content will look like, but it’s hard to believe that it will change much for the necros situation, especially since reaper seems to be a pure personal dps-buff, not addressing the issue with the class at all. I guess it becomes interesting if a boss-mechanic ever requires chill-spam.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

How about you fix the hobosacks so we can see our beautiful backpacks and give us full-body hobo suit?
[sarcasm intensifies]

Engineer is love, Engineer is life.

end ofvthe hybrid engineer?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Not really, if you look into how easy it is to get x% dmg increase in the explosives line.
10% baseline + additional 10% (or even +15% / +20%) when the target has vuln, which is almost always the case when going into explosives, + the amount of vulnerability-stacks itself are really awesome dmg modifiers, all on the natural trait-way that you’d pick with nades.

If you run a condi-hybrid build, you’ll want napalm specialist + ICP, so you take target the maimed on the way as well – even more vulnerability from precise sights + infused precision. Then you also pick up the rifle trait on the way, which most likely gets a 10%-20% modifier to its critical chance.

If you ask me, power-hybrid builds are definitively still as capable as before, and with all the TBD on the way, we still could get some sweet surprises out of the Alchemy- or Inventions-line.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Anet let's be serious, say something.

in PvP

Posted by: Arantheal.7396

Arantheal.7396

-snip-

SINCE kittening when turret engi cannot move points? since when idiot? on what level they don’t? JUST TELL ME? how is this build any slower out of fights than guardian or necro? and yes i will roll staff ele and see all rocket turrets aiming at me
defend your so called “build” fine, but pls don’t you there call turrets engi, it’s offensive Mr. Great ESL Winning Skillz

since they have high cd’s on their sole defensive and offensive mechanic, that does not allow them to leave the area unprotected, nor take a fight between the points.
Additionally they are not able to help out on other points (except dropping supply-crate into it) since their high c’s prevent them from immediately joining a fight upon arrival. And if they choose to do so, every coordinated team will switch their focus temporarily to wind the unprotected turret engi down, to continue their fight undisturbed, while their roamer caps the point the engi was previously on and keeps spawn-camping the engi until more people from the enemy-team have to respawn and roll out together again.
It seems you’ve never played turreteer yourself before, else you’d know their flaws and how to exploit them. Last year, when the AI got fixed I was one of the first to jump on that build to test it out, you even can find example-builds in my post-history from back then. At first it really seemed easy to farm people with it, but it took not long for me to learn their flaws and therefore how to deal with them myself, while also accepting that turreteers are actually very underpowered in competitive play.
So yea, you suffer from a big L2P issue, that you can only fix by rolling engi yourself and playing turreteer. You will learn that this build is awesome for farming the leader-board (which just rewards the ones who play for 16h a day, regardless what skill they actually have), since it really punishes unorganized pug-groups, but often enough you’ll find pre-made’s that just rofl-stomp over you, because they did what you avoided so far:
they learned their flaws.

Also, watch your language. It lets you look immature.

Engineer is love, Engineer is life.

Ready Up next Friday: Desert Borderlands

in WvW

Posted by: Arantheal.7396

Arantheal.7396

ty for answering most of my questions, even tho the most important still remains open:

What will a-net do to enhance the Server-performance, since the current performance-algorithm obviously fails to prevent (server-sided) skill-lag, even for much smaller engagements than a 3-way in SM.

Engineer is love, Engineer is life.

Two warriors at once = death

in PvP

Posted by: Arantheal.7396

Arantheal.7396

“I’m bad. Good players killed me in a 1v2. This should not be allowed.”

Attachments:

Engineer is love, Engineer is life.

The bad skills list

in Profession Balance

Posted by: Arantheal.7396

Arantheal.7396

Engineer:

Utility-skills:
Super speed – Yes it’s a stunbreaker, but we have better sb’s on shorter cooldowns and the description of the skill is completely false since the speedcap in th game is 33% movement speed. The boots do not excel beyond the normal swiftness boon in terms of speed.

Rocket – Its extremely high ballistic curve and long activation-impact delay makes this skill completely useless. Often enough the rocket simply hits the roof of a room and explodes far away from any damageable object. Even for bombing walls in wvw it’s ineffective since its dmg/cd ratio is ridiculously low.

Weapon-Kit Skills:
Grenade underwater-combat is completely broken since all grenades chaotically fly off in all directions and most don’t even hit the appointed target anymore. Previously only the grenade barrage were broken in that manner, but after the patch the whole kit is rendered useless underwater.

Flame-Jet. This skill still scales terribly with power which ridiculed this kit out of any serious attempt of achieving dps. Even the most dedicated flamethrower defenders in the forums have already given up on constructing builds with or around it. Basically it’s only in use for its firefield and knockback. The base-damage must be increased by at least 70% (still far behind bombkit #1) to make it considerable for effective builds. Remember that its low dps was originally excused with perma-stability, but since that got removed from the juggernaut-trait, the flamethrower remains as underpowered and useless data-junk in the game.

Traits:
Bunker down – The mines do not set off when placed while standing in an npc’kittenbox, making them completely useless against immobile bosses or while being stacked. a possible solution would be an automated explosion after reaching the 10s despawn timer. Also the trigger-range should be slightly improved to 100 or at least 80. 60 is simply too less.

Static discharge – Its projectile is still bugged when triggered by throwing any elixier. Please fix that.

Engineer is love, Engineer is life.

Streamlined Kits in Combat Only

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

welp, the superspeed on toolkit IS useful.
the others tho…

How about we call the trait “speedy kits” again, with the following effect:

- get superspeed when switching into a kit for 3 seconds
- get swiftness when switching into a kit for 20 seconds
- optionally: remove all movement impairing conditions when switching into a kit
- cd 20 seconds

this way the trait would be infinitely more versatile, since superspeed is a nice bonus to have for every build I can think of, and doesn’t conflict with you trying to stealth or get ooc (kittening hate it when I switch into nades or elixiergun for swiftness while or before I stealth, since the red circle / slime gives away my position – in case of the later even my movement direction – and if it goes off, it puts me in combat & reveals me).

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Question about engis

in Profession Balance

Posted by: Arantheal.7396

Arantheal.7396

Yes, we do, and what you just described is the following build:
Toolkit / Flamethrower / Pistol + shield / supplycrate.

You have room for one more utility, so lets see what options you have:
Since you run p/s, you’re forced to run condi or hybrid.
If you run condi, your only 2 options are going into nades or bombs.
But doing so leaves you without any stunbreaker, so you are subject to stunlocks and insta-downstate.
If you pack any other stunbreaker then elixir gun, people will simply kite and kill you since your effective range is somewhere between 450 to 600, which also does subpar dmg, since you can’t stack bleed or poison effectively.
If you pack elixir gun, you can hope to AA people to death at best, which fails as soon as you meet someoe with condi-clears (like every other meta-build from any other class has) and/or stability (which also most of meta-builds for other classes pack).
So you end up with a condi-bunker than canÄt apply condis, and a cc-spammer that can’t rip stability.
Your crits still only burn every 10 sec, and your FT toolbelt has a 60sec recharge.

I mean, run it, see for yourself how insignificant burn appliance is, if you have nothing but that.

As I told the other guy in the other thread:
If you’re foolish enough to max out one aspect of a class (cc-spam in this case), then you will run your nose bloody on any generic build. Pew pew rangers f.e., that just push you off range and go into 20 sec of stability while pew’ pew’ing you to death.
And in case you didn’t notice: a condimancer eats you alive, corrupting your mightstacs to weakness and throwing most of your condis back on you, while also pressuring you with his own.
A terrormancer fears you to death.
A hambow cc’s you to death.
A meditation guard blinks to – and drops you you.
other engis will condi-overload you, and the cc’s you have will not support your own pressure on them (which is not there), but only buy you time from the inevitable downstate.

the only classes you could effectively control with this is thief, IF you see them coming, which will mostly not be the case.

Engineer is love, Engineer is life.

New Camera Changes - FOV

in WvW

Posted by: Arantheal.7396

Arantheal.7396

from looking at that video I’ve seen enough blind spots to still hide siege in.
You guys seem to forget that walls always were a unsafe place to beginn with, especially to golem rushes.
You also kept complaining about golem rushes and no valid counter-play if you lack their numbers.

Welp, now you build AC’s in a safe spot behind the wall and kill all omegas you want to. Learn to adapt and realize that defensive siege actually got a buff, it just requires you to learn about these new placement spots, since a lot of the old ones obviously got easier to reach in turn.

Just some examples: jerrifers now can be defended easily from the rock-formation above, being able to place the AC so far behind the cliff that no ele/counter-AC will ever hit it. Same for veloka / cliff-side / briar.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Gates versus Walls

in WvW Desert Borderlands Stress Test

Posted by: Arantheal.7396

Arantheal.7396

I agree. I’ve heard arguments that these maps are designed to eliminate zergfests, but you almost have to have one, just to get through a wall or gate.

How so? On Paper, you just need the Super Laser (disabled atm afaik) and well placed Siege Equipment to break through. Does not matter if 5 People operate the Siege and a Blob is watching or not. The Walls/Gates don’t melt faster just because a Blob stands nearby doing nothing.

This blobb is not just standing there & doing nothing, it’s able to unload a metric cat-ton of supply, to make the gates melt.
What formerly simply could be done by PvD, will now achieved by ram-spam. But in order to ram-spam (& set up offensive AC’s on the same time) you’ll need the supply-capacity of a blobb. So yea, if anything it encourages blobbing.

Also expect the price of rams / catas / trebs to increase

Engineer is love, Engineer is life.

Engies what skill type you dont want?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

No banners (we have experimental turrets / thrown elixirs for aoe-buffing)
No minions (we already have turrets)
No traps (mines would be ok, tho)
No shouts (too weak / insta-casts on long cd’s usually, or even weaker than weak)
No tricks (we already have gadgets)
No conjured weapons (we already have kits)

basically we will need something that gives us melee sustain, condi-clears and stability, so signets, stances, or symbols come to mind. Physical or survival could work as well.

If my personal wishes came true, make it meditations that have a couple of insta-cast charges.

Engineer is love, Engineer is life.

Anniversary outfit promoting Christianity

in Guild Wars 2 Discussion

Posted by: Arantheal.7396

Arantheal.7396

It’s a cross it comes in every shape and size . Why would you say it’s a clover cuz it’s not . Also if this game has fictional gods what does they have to do with the crossfcation?? Why are there crosses on this outfit , they could’ve added a million other costumes that would’ve been much better and doesn’t prompt anything ?

Stop posting & read up on the thread.

Engineer is love, Engineer is life.

LF: Flamethrower Leveling Build

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

once you have speedy kits and don’t need elixir B anymore, combine slick-shoes’ superspeed and rocket-boots for superior leaps.
if you want more dmg, equip throw mine and forceful explosives instead slick-shoes.

Engineer is love, Engineer is life.

Concerns about the new gyros.

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

The concern here is that ANet has been unable to make a balanced AI spec in the history of this game. I don’t know that they’re capable of it, or that it can be done in GW2.

I don’t know if you or others know that ArenaNet has been working with Dave Mark on the expansion. If you don’t know who he is, he literally wrote the book on MMO AI. He is helping them have better AI for Guild Wars 2.

Here is the video from GDC 2015 where they talk about AI in gaming and how they are working to make it better in Guild Wars 2.

Link:
https://www.youtube.com/watch?v=OiFdlYY-GFA

Yes, they are improving their AI.

And now please explain how this has anything to with preventing AI with a healthbar from getting blasted by a metric cat-ton of AoE. You know, the stuff you’re expected to meet in WvW (and maybe soon in PvE raids).

Do you understand why WoW had to introduce a 90% dmg reduction from AoE for Hunter pets & shaman totems?
Do you understand why builds focused around turret-upkeep are dead?

It doesn’t matter how awesome, viable or fun gyros will be. If they can be damaged, they are already useless. That is why you won’t find any spirit-rangers, minion-masters, spirit-weapon-guardians, turreteers or phantasm-mesmers in WvW zerging.

If it can take damage and is not controlled by WASD, it’s useless!

Drop’n’pop is the only valid way to use turrets, which are the only AI in the game that sees frequent use from their parent class. And that is so only because they can be used in a viable fashion that reduces their uptime to virtually zero.

So IF gyros come with a healthbar, A-net better gives us detonator-skills as toolbelt, which work as blast-finisher & overcharges which can be fired off instantly.
… They better flag them as turrets right away, so they also profit from accelerant-packed turrets.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Weapon Swapping would be CLUMSY for Revenant

in Revenant

Posted by: Arantheal.7396

Arantheal.7396

Tbh, I don’t think that you want to swap your legend every time you swap your weapon.

Lets say you run a condi build with hammer + mace/axe
You applied a couple of condis with mace and malyx #8 on a target, and in order to prevent them from condi-clearing, you swap to hammer, use skill #5 and then finish them off with malyx #9.
Yes, the ventari tablet can be annoying with this, but the fix would be to spawn ventaris tablet automatically at your position, if you swap into that legend. Then you still can move it around with #6.

Anyways, without weapon-swap OR a rework to its class-mechanic, this class will not work out. It’s really as simple as that.

Engineer is love, Engineer is life.

Anet let's be serious, say something.

in PvP

Posted by: Arantheal.7396

Arantheal.7396

Saturn, a good load from your post stems from false facts.
Turreteers can’t burn you, unless you decide to camp in their crate. The flame-turret is not part of the actual build, and since the rifle turret ticks fury, almost no turreteer will switch it for flame.
The immob from rifle will just last for 2 seconds every 10 seconds (if you not dodge it). it just gets worse if you – again – camp in the crate and its net-turret.
So what is the logical next step? Don’t camp in the crate. You’d most likely run from a power-Lich as well, right? Take a map-objective or 1up for your team somewhere else as soon as the crate goes down.

And no, regardless how decently a turreteer is played, they have next to zero sustain. They are just tanky. the difference is that a sustainable enemy has enough come-back cd’s to be a annoying PITA for a really long time (heals, blocks, stability, condi-clears/transmutes, a.s.o.)
The turreteer just has perma-regeneration, 2 condi-clears and one transmute every 20(15)sec , 1 waterfield blast and leap finisher every 20 sec and roughly 40-50% uptime on protection. That really isn’t much, given that he has to tank the node. They are nothing but a sitting duck with a big healthbar that is frekkin easy to work down.

Also, from your post it is clear that you’re a rather casual player, not really delving deep into PvP, with rather small contacts to the scene.
I’m not that much different, so why do I have an easy time killing them, and you don’t?
Because I main engineer, and roughly a year ago I jumped the turreteer hype-train as well, until it came clear to me that turreteer is sub-par.
I know exactly how each single turret works and how to out-smart their AI. Same for Necro Minion master and Spirit weapon Guardian, because I played and learned about them all (Necro MM mostly because I was dying like a noob to it in the beginning as well).
If you take your time and look into how certain builds actually work, you get amazed by how open the flaws are they have.
And in the case of the turreteer: it gets carried by rocket-turret dps-wise / has no sustain / has no mobility / is extremely weak to cc and condis / will get hard-countered by any 2v1 (because turrets only target the last thing that the engi has hit (as long as it’s in range, they even ignore LOS andkeep firing into walls), so they can dual-kite the turret’s AI, that also means that blind and block will deny the turreteer full control over his turret’s target behavior).
Additionally, I did not waste my burst since I still had nades #2 +#4 + #5 + prybar + sigil of leeching to bridge the time until most of my burst were available again. But yea, bursting the rocket turret implies actually bursting it with high DPS. sitting there and spaming your AA is exactly what costs you the time until his team-mates jump in.

If you take more than 30-40sec in total, you may as well could’ve 1uped somewhere else and got ~20-40 points from stomps for your team.

Engineer is love, Engineer is life.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

[walls of pointless text go here]
bump

Engineer is love, Engineer is life.

WvW Servers seem to need upgrading

in WvW

Posted by: Arantheal.7396

Arantheal.7396

A simply solution would be to slow down server time (which happens actually, but far too late)
Eve online does it as well, if massive fights break out.

It would mean fighting in slow-motion, but since the servers then have more time to compute all player-actions, it would be way more responsive.

Engineer is love, Engineer is life.

Scrapper Mechanic Needs Reworked

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Complicated question, since a class-mechanic usually is something very unique.

Also, A-net seems to like the way of adding transformations in case a class-mechanic is too rigid to mess around with, like warri adrenaline or ranger pets.
Then again, ranger has to use F5 for transforming & warri just F2. We already have a standart F5 skill & would be the first one to receive yet another button to press. You know, user-friendliness is a big consideration when designing UI stuff.

In case of the thief A-net decided to mess with a basic function. They now have a 3rd dodge. This is a function that does not require any additional user input to be used, since it just increases the ranger of options you already have with your current keymap.

Now the theme of the scraper is to be a tanky bruiser, able to take blows that would knock others off their feet, while also dishing out huge loads of CC. Additionally they come with with a general electric theme & buff superspeed for the group.

So I guess these are the 2 aspects we should look into. Survivability & CC. And the style of implementation should have something to do with electricity.

My idea would be this: Give us Charge

Charge basically is a blue energy-bar, placed above our endurance bar, similar to the [celestial avatar]-bar of ranger. It contains a numeric value of 100, so ranges from 0 – 100. You can build 1 point of Charge by hitting a target or getting hit. So hitting 3 targets gives you 3 at once. & standing in the middle of a enemy zerg will build it up very fast as well.
The Charge bar has 4 thresholds, which trigger effects that build up on each other.

At 25 Charge a internal shield generator gets activated, so incoming direct & condi-dmg gets reduced by 5%. Also we get 1 stack of stability for 10sec

At 50 Charge the shield generator receives more energy, reducing direct & condi dmg by s total of 10%. Also we get 2 stacks of stability for 10sec & swiftness for 20sec

At 75 Charge the dmg-reduction goes up to 15%. Also we get 3 stacks of stability for 10sec & swiftness for 20sec. Additionally we start to pulse 3s superspeed & 3s protection for the group every 3sec.

At 100 Charge the dmg reduction goes up to 20%, we again get 4 stacks of stability for 10sec & swiftness for 20sec. We still pulse 3s superspeed & 3s protection for the group every 3sec.
Finally, once we reach 100% we get a buff that lasts for 3 seconds. While we have it, a bright energy-animation is displayed around us. After the buff runs out we release a huge EMP that deals medium dmg & dazes the nearest 5 targets in a 1.2k range for 2 seconds. The animation looks like a huge sphere of lightning bolts expanding from us. After that our Charge goes back to 0 and is we can build it again.

I guess this class-mechanic would be great support for a frontliner, fit well with the scrappers theme & is implemented in a way that does not mess with any of our key-functions.

Engineer is love, Engineer is life.

High Direct Damage Scrapper

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

@zaced.7948 Also Id change that Full Zerker gear into something with alittle more defence if your planning on raiding. As a frontline Melle engi, enjoy getting flattened in close fights

Yupp, you can switch your trinkets easily to knight, while still staying on 100% crit-chance. And since fractals get a boost in difficulty, you maybe want to consider it there as well.

For now I just know dungeons & fractal lvl 50. And there full zerk works so far.

Full zerk version:
http://gw2skills.net/editor/?vdAQFASlUUh2tYJWw6KQ7FLvFF9uH8HPYHGip13DOhBAA-TlRBABXt/o8DPdA5dBAA4BAQp6PmpEMAwBwv/GAO/8zP/8z73f/93f/tUARM0C-w

Knight mix:
http://gw2skills.net/editor/?vdAQFASlUUh2tYJWw6KQ7FLvFF9uH8HPYHGip13DOhBAA-T1RBABXt/AkKBxTHAXK/y7CAAwDAgS1fCAcA87vBgzP/8zP/8O/8zP/8zLFQEDtA-w

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Turret Balance suggestion

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Dunno how long you’ve been playing this game, but we had this state of turrets already.
They weren’t viable enough to be played in high rank pvp, but extremely punishing against lower skill-ranks, resulting in months on months of salt in the forums, which has lead a-net to nerf them into oblivion.

In open world pve / wvw, their long cd’s coupled with their immobility made them obsolete, in dungeons their (compared to other builds options we have) low dps made them obsolete as well.

Turrets never had a satisfactory state of balancing, simply because they have a single checkmark, that – if filled – makes any build on any class in this game impossible to balance: A.I.

Either it is OP, nor complete trash. We’ve never seen anything A.I.-related in between.

Engineer is love, Engineer is life.

Need Eng help. A lot of help!

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Sorry, but your request is not what you need.
Combos and rotations are fluid on engineer and basically we respond to the situation at hand, which means that fixed skill-combos and rotations will lead into dead ends more often than not.
The meta-battle article already shows you most of the possible combos, but when it comes to using them in the right moment, and how to combo what, the only thing that will help you is training, training and more training.
good luck.

Engineer is love, Engineer is life.

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

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

take bombs and mortar.
- access to all fields the engi is capable of (water, poison, light, frost, fire, smoke)
- access to all conditions the engi is capable of (bleed[if you pick shrapnel], cripple, immob, burning, confusion, poison, blind, vulnerability & chill)
- 2 of the hardest hitting AA’s, one of which is on 1.5k range and a 100% projectile finisher
[- 2/3/5 blast-finisher + the same amount of BoB-like dmg on demand, depending on the traits chosen].
OR
[-2/3 blast-finishers + the same amount of BoB-like dmg on demand + blasts on dodges, depending on your traits chosen]

and this is without even having to decide on your gear, weapon, heal, sigils, runes and 2 utility-slots.
I don’t see nades here, and already have the wet dream of every hybrid build, while STILL being able to trait for and take nades if I so desire.

Yes, this seems to be your personal problem. Good to see that you finally recognize that.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Next weeks special:
Hobosacks for Charrzookas
“How could players tell otherwise?”

Engineer is love, Engineer is life.

New Player vs. Vet Player value

in Guild Wars 2: Heart of Thorns

Posted by: Arantheal.7396

Arantheal.7396

Oh look, another thread where a guys fails to read.

The expansion is priced 50$
The base-game is just a free gift, usable for those who are new and want to get into gw2 without getting struck by a giant paywall (basegame + HoT).
This gift is only available for pre-purchase so far.
After the pre-purchase phase is over, the expansion-price will still be 50$ WITHOUT the core game as free gift.

Now if you want to discuss if 50 bucks is worth it or not, that’s a whole different story, but don’t fall for this flawed line of argumentation.
I can not understand how so many people can fail to read properly to the same time.

Engineer is love, Engineer is life.

How's the Engineer as a DPS PVE Class?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

The engineer has currently the single highest DPS build (sinister nades), with the single longest & most complex rotation in the game…

It is arguable if the dps output is even worth the effort for most players, and even acquiring the high-end gear for this spec is literally a story of its own, since you have to complete all living story achievements for the chapters 5-8 of season 2.

Outside of the meta-game, engineer is generally a very complex class to play since we often utilize kits (utilities that have no cast time & replace our weaponskills with 5 different skills), in fact many builds are pure kit builds, resulting in up to 40 skills, that come with a literally wall of text of possible combos, since we can swap between these kits & our weapon virtually without any cooldown.
Of course there are viable & fun builds outside of kit-play as well, and with the arrival of scrapper we got a hard-hitting melee option, decently fitted for sustain, mobility & control.

We use medium armor, have no weaponswap (therefore we use kits), and our class-mechanic is our toolbelt, which gives us one extra skill for each healing, utility & elite skill we equip, so even if we don’t equip a single kit, we have at least 15 skills.
These are the weaponset engineer has access to:
rifle (2 handed) (power & control)
pistol / shield (condi & sustain (sometimes even used in defensive/supportive power builds))
pistol / pistol (condi & controll)
with the addition of scrapper:
hammer (2 handed) (power & sustain (if played well, also control))

and since kits are a weird from of class-related weaponswap, here a list & short description of kits:
- Flamethrower ( short range / defense, control & might-stacking. Less but existent use in condi-builds)
- Elixir-Gun (all ranges / mobility & support / comes with a valuable stunbreaker)
- Toolkit (all ranges / awesome control & defense)
- Grenade-Kit (medium range / condi & power dps. Comes with reasonable control)
- Bombkit (short range / condi & power dps with good control)
- Medkit (short range / takes the healing skill slot / bad healing, good condi-clear, good buffs)
- Mortar kit (all ranges (less accurate on long range)/ takes the elite-skill slot /support, dps & control / only elite in the game without any cooldown)

Additional utilities that we use are:
- Elixirs (very powerful self-buffs that can have various effects / their toolbelts generally allow for limited group-support with weaker versions of themselves)
- Gadgets (offensive or defensive combat-effects, like stunbreakers, cc’s or short-time mobility-enhancements)
- Turrets (originally designed as stationary aerial denial via dps spam (and local buff-dispensers), but long ago nerfed into the ground, turning them into drop’n’pop utilities, used for their blast-finishers or for really short uptimes, as long as their overcharges go, only)

Further, the scrapper uses these utilities:
- Gyros (mobile mini robots that mainly come with powerful defensive buffs, but also can perform offensive tasks. Currently they have huge issues with sticking to our characters, making playing them annoying, but if used with a brain, they allow for very high sustain. They can be destroyed, but unlike turrets, they all have very low cd’s)

Engineer is love, Engineer is life.

Medical Dispersion Field too small?

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Yea, tested it in PvP as well.
This time the results were negative entirely. Regen & backpack regen do not get considered.
bummer :/

Engineer is love, Engineer is life.

Returning player - need advice on WvW build

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

first things first:
1. healing-turret (if picked up) has the highest hps (and 50% of it is aoe-healing) and cleans 2 conditions. also yes, Medkit #4 only heals one condition. Learned that recently

2. if traited with explosive towers, supply-crate become the best anti-zerg tool available. 1 stun on up to 5 targets and the 3/4 following explosions can knockback up to 15/20 targets.

3. don’t use elixier S. It lasts too shortly and conditions keep ticking. While in a zerg, or only reliable getaway is rocketboots (which cleans chill / cripple and immobilize as well). And yes, the toolkit block is a nice-to-have, but the magnet only pulls a single target, crowbar only hits one as well, and with nothing left than group-cripple, it looses its worth in zergs. Since you don’t have elixir S’s stunbreaker anymore, I’d recommend choosing Elixir-gun or googles, depending on what you prefer: more dmg or more group-support.

btw, power-boots got buffed.
they give 25% movement-speed OOC as well now.

You may keep invigorating speed and predision infusion, but the kit-swapping is not a must if you have this trait.

Engineer is love, Engineer is life.

Hammer damage

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Dude, it hits for less than the rifle AA. The golden rule of balancing is risk==reward balancing. If I have to go closer to my target (getting more in risk) I expect higher dmg (better reward).
And just because rangers are a exception to the rule, it doesn’t negates its general validation.

Engineer is love, Engineer is life.

Autodefense Bomb Dispenser

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

No idea if nerf or bug, but yea, it’s been that way since the feature patch.

Engineer is love, Engineer is life.

Am I Reading this correctly?

in Guild Wars 2: Heart of Thorns

Posted by: Arantheal.7396

Arantheal.7396

A-net designs a core-game PvE-experience that requires next to zero skill, relatively to comparable games in the genre, and virtually no stat-grind.
Community responds with:
“This game is too easy, I can even solo the hardest bosses”
“I don’t see the PvE endgame”
“There is nothing to do but to farm for legendary skins, or skins locked behind insane RNG”

A-net then designs a expanson with difficult & engaging PvE-content and a solid unlock system that will keep most players busy for a couple of months.

Community responds with:
“What the heg, this game is brutal hard. I can’t even solo champs in my Zerker gear anymore.”
“Why do I have to do map-completion in order to unlock my specialization!? Give me everything from day 1!”
“WTF A-net, this mastery-”grind" will keep me busy for the comming months…"

…next time you maybe should be careful with your wishes. You got everything you asked for & so much more. I for my part have a blast playing this expansion.
And for those who whine about the game being too hard for them now, I only can cite the dark souls community on that topic:
Git gud or get out.

Engineer is love, Engineer is life.

Expectations of Holosmith

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

true dat, even if holosmith doesn’t end up as THE top dps spec, I wish for it to land in the upper 5 ranks.

And since that should be covered then, what will be our elite heal spec?

Engineer is love, Engineer is life.

The match-up System came to a halt.

in WvW

Posted by: Arantheal.7396

Arantheal.7396

Just a weekly reminder that the match-up system for EU servers is still broken.

Engineer is love, Engineer is life.