Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
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@ shinjo
If you time the cluster bomb it doesn’t matter what range you are. It does mean you can’t just sit there and mindlessly spam it and it takes a small amount of skill… but seeing as I don’t have a problem doing skillshots…
No I don’t force myself to just 1 weapon set. That’s silly and bad gameplay. I have many times used the shortbow to do a bit of damage then popped in with a burst though, it’s very effective.
Pistol whip + the new increased ini regen =‘s lawl @ it costing a lot. You can’t spam the other invulns like you can PW’s evade etc. You have options for staying alive in mele range. If you want the things the other classes have or find them superior, then play those classes. I personally have no problems using a spammable blurred frenzy.
If you’re in a position where you can’t get behind your enemy because you’re chilled, you have a ton of options… like stealthing to remove the cond… or one of the many escape skills that thieves have, then using teleports to quickly back re-engage when it’s better for you. As a thief you get to choose when you strike and when the combat ends.
No offense but you don’t sound very experienced based off of your comments in other posts asking for help learning P/D (one of the easier thief weapon sets) etc.
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Ok… so you’re complaining about one small (nearly meaningless) part of one game mode that isn’t balanced worth a kitten in the first place? Well ok then, I disagree that things should be nerfed based on that.
If anything conds need a buff in WvW and cleansing needs a nerf so that it can be useful in larger scale fights.
Inb4 some one claims their small team actually made a difference in who won that week because of this food.
The auto isn’t the only feature on the shortbow. Cluster bomb hurts. Pois field to reduce healing. It’s by my fav weapon on thief. Damage + utility.
Evades only last a short period? How about the entire pistol whip attack… and then you can teleport out immediately after (and lol @ los).
I started as a thief @ early release… so I’ve tried it all. You have so many ways of sticking on your opponent it’s not even funny. D/P teleports, S/P teleports & roots.
It sounds more like you’re using D/D for PvP which is a mistake imo.
Power is runing my fun. It does more damage than conditions and my poor little conds can be cleansed away and they get their normal healing/dodges on top of that. Stacks of bleed/torment & long duration pois/burn gone in an instant. Can’t do anything close to that against power.
Cond duration doesn’t add damage to all of my skills, however adding more power/pre/crit dmg does to all power skills. Three ways to increase damage regardless of any other factors (save hitting 100% crit chance)? What is this I don’t even…
Take a look at high ranking PvP comps. It’s very power based. Cond builds are in the (vast) minority and you’ll typically see at most 1 if not none on a team.
But yea, people complain about conds because they people don’t want to have to even think about bringing any removal so you can make your power builds even stronger.
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Necro can eat the conds, toss them back, gets a 2nd hp bar (even more resistant to conds and helps them live if the eng tries to spam cc), fear (eng is weak vs cc), knockdown, etc. To have a chance you need to crate and chain cc, but even then if they have deathshroud…
It’s a very one sided fight… unless you’re a minion mancer (lol)
I’m very dubious as far as what A-net says the classes are supposed to be as well. They claimed long ago that wars were supposed to be strong Vs. physical, but weak Vs. conds… yea… lol @ that.
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Thieves can do ok damage with P/P (although I admit the weapon set sucks overall) and vs multiple targets or those with a pet, a shortbow is no joke.
Instead of prot etc. thieves get stealth and tons of evades. It’s a tradeoff.
As far as movement being important, I agree, but my thief has plenty of teleports that don’t give a kitten about being slowed.
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I’m fine with my necro getting tweaked, but lowering how hard it counters certain classes (like eng) needs to be toned down at the same time to keep it balanced.
Just scrap this rubbish map altogether.
+ 40% Cond duration in WvW are a joke. In a group fight they get cleansed so fast it’ll make your head spin so the added duration doesn’t matter.
If you’re running around solo or in a very small group and decide to not take conditions into consideration in favor of other things, then you run that risk and it’s a tradeoff. You could still pop that -40% food whenever you want to counter it anyways though.
OP must just want to not have to deal with conds what so ever in WvW. WvW is and has always been a power meta.
C&D should be unerffed. Right now C&D does the same damage as a HS above 50%. It’s higher risk with lower reward if you’re considering d/p or d/d. Wat.
I still remember a dev saying that if they saw two of one class being run then it’s too strong. It’s been sooo many months that people have run 2x war though, so I guess they forgot.
Nah, just increase the supply of all cloth (it’s not just silk that’s the problem). That way people that have already made it don’t feel as bad about it.
Yes. Bought gems/invested the gold so it would make more gold.
If you’re having problems with a lot of eng, roll necro and fear + faceroll.
Elixir gun Toolbelt is a good counter for fear. :P
One stunbreak on a 40s CD isn’t going to cut it.
They should make the last person of the full team who entered the map go back in the que and play the match as 4 vs 4
From a technical POV it would probably be easier to just only allow people in pairs, one from each team.
Punishments for leaving the game early or not joining at all should be harsher as well.
If you’re in T1 it’s zerg or shoot people in the back as they try to run to their zerg. Seriously… 1v3 and people are running away. Oh the skill and amazing gameplay : / I’ve never seen as bad players on other servers as I have in T1.
If you’re at least in T2 you can solo roam and usually find people willing to fight. You just need to learn when/how to pick your fights and use the terrain to your advantage for when you’re outnumbered.
Coverage/Numbers. That’s all.
Roll eng and l2p. Thieves are now loot bags.
in Battle for Lion’s Arch - Aftermath
Posted by: Aberrant.6749
o.O still no npc?
Not sure if trolled by red post…
If you’re having problems with a lot of eng, roll necro and fear + faceroll.
I must agree on turret cooldown especialy cd after you pick them up shoud be reduced to max 10s. Another problem of turrets is they are split into too many traits and if you want use turrets for something more then free knockback you need sacrifice everything else.
Imo solution for turrets and gadgets will be merge them into kits like turret kit with all 5 turrets.
Oh god no please don’t turn eng into another ai fest class A-net. Turrets are in a good place right now. You should be giving up damage, flexibility, etc. for not having to manage a turret like you do with kits. That’s just game design basics.
If you’re looking for something more durable I wouldn’t go power, I would go cond with rabid. Celestial is low on toughness and eng doesn’t really need the vit. The rest of the stats are ok on it though.
HT, Bomb, Nade, toolkit or Elixir gun (eg is more group support, toolkit is more selfish)
Same build as Arr’s first one but you take forceful explosives in the adept slot.
That Chinese dragon can’t hold a candle to the amazing llama/quaggan finishers.
Idk why any matches are allowed to start with uneven teams. Even in hotjoin… yes hotjoin isn’t serious, people farm it for lewtz, monthly wins, etc. by purposefully outnumbering the other team. That’s bad behavior that shouldn’t be rewarded.
Simply only allow players in 2 at a time (one on each team). Que the rest and let them in as pairs.
Bam even teams. No need to tweak the numbers for dishonored etc.
Power toughness healing power ring from kryta track. Don’t know what I would ever use it on : /
307% MF
Lol nah, I don’t look at things from that POV. I don’t want a class that I play to be too strong nor too weak. It’s less fun for everyone in both cases. I just want things to be well designed and well balanced for the health of the overall game… like runes of balth need a small nerf despite that would lower the damage of my eng.
Yes I have. Ele is a lot of fun to play, my other main class is eng. Guess I’m an apm addict lol.
I took down the vid before because it confuses people quite often, glad you understood ^^
Less =/= no… but it’s too strong for how little skill it takes.
Why choose something passive even though it’s slightly less optimal? Because it’s less work and easier to use than something active and you can be managing other things instead.
Game design basics.
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I did read the whole post, bud. It’s a poorly designed trait. People would still take it if they got the hp % on the reduction right. It’s also a passive, it should be a bit weaker than active cleansing to make up for that. Game design basics yo.
@ MightyMicah I don’t mind if they are strong vs conditions. Immunity is just the wrong way to do it. Look at eng’s AR. That was the wrong way to do that trait. Dia skin needs a similar change and would be far better if it was a 50% reduction if the ele was above 85% (etc.).
Eng has one of the worst downed states in the game. The #2 single target interrupt projectile is countered by… blind, block, dodge, stability, reflect, projectile destruction, stealth or… standing behind another player/itty bitty rock/whatever. You can counter it without using any skills what so ever… that’s messed up. Then the #3… able to be countered by blind, block, dodge, stability.
It needs a change because it’s too easily countered and the pull cc’s the stomper for the shortest amount of time out of all of the cc’s…
Immunities/hard counters are bad for the game.
then please let us remove revealed from the game as it hardcounters stealth, berserker stance, cleansing ire, shadows rejuvenation, diamond skin, stability and let us not forget “evasion” skills…. or wasnt that what you meant?
You can only apply revealed to yourself (save one ranger skill).
Cleansing ire isn’t a hard counter nor immunity. If you blind them or dodge the f1 skill it doesn’t remove conds. That’s good, there is play/counterplay to that.
Not sure what shadow’s reju hard counters… it’s just hp while in stealth. Stealth isn’t the best thing to be relying on in PvP since you can’t hold or cap a point.
Stability can be stripped/corrupted.
I’ll just end this early and say you don’t understand what I mean if you think these types of things are involved or should be included.
Diamond skin can be countered by this really exciting new way of attacking people. Its called Direct damage. The way you do this is by wielding a weapon of sorts and smashing it into peoples faces. It make them cry a bit, and as their tears flow, diamond skin wears off.
IF you heard of it, try it. It will solve your problem entirely.
I see you still don’t understand my post or the situation….
There should be no hard counter beside “excellent play/sound build design.” A single trait given to a low health profession that can endlessly keep propping up their health via merely attacking with any sort of heal is absurd. It is absurd for the same reasons people hated on warrior stances and automatic response. The OP has the right of it, these shouldn’t have ever existed.
This guy gets it. It’s a horrid way to balance and is poor/lazy game design which leads to less skilled gameplay.
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Immunities/hard counters are bad for the game.
then please let us remove revealed from the game as it hardcounters stealth, berserker stance, cleansing ire, shadows rejuvenation, diamond skin, stability and let us not forget “evasion” skills…. or wasnt that what you meant?
You can only apply revealed to yourself (save one ranger skill).
Cleansing ire isn’t a hard counter nor immunity. If you blind them or dodge the f1 skill it doesn’t remove conds. That’s good, there is play/counterplay to that.
Not sure what shadow’s reju hard counters… it’s just hp while in stealth. Stealth isn’t the best thing to be relying on in PvP since you can’t hold or cap a point.
Stability can be stripped/corrupted.
I’ll just end this early and say you don’t understand what I mean if you think these types of things are involved or should be included.
Immunities/hard counters are bad for the game. They lower play/counter play (I believe they call this skilled gameplay internally). This game needs more soft counters like AR is on eng now.
Just build A rotflstomping build B unless A is afk is bad.
Playing the TP > PvE >> WvW/PvP.
WvW/PvP are a joke if you’re looking for loot.
Boxes that give the same loot as killing 5 mobs? Please. I can farm mobs far far faster than I could get these boxes.
Before at least PvP was different in that you got rewarded in skins.
Now it’s better to PvE for the skins. The vast majority you can get for a few silver (resell on the tp for a profit Vs. buy orders), a little bit of karma, etc.
That’s because they are fine…
It’s not like you usually see more than 1-2 cond builds in a team…
It’s not like conds deal more damage than direct damage… and you have more options to deal with them. Avoid the attack, cleanse/send the conds back, etc.
I agree balth runes are a little too strong though.
you just need to unlock all the reward tracks for all the people who did dungeons (story modes) before the 1/28/1013 patch and refused to do another dungeon after that (including anything for pvp), because it doesn’t seem quite fair to have most of the dungeon awards from before that patch and yet not be able to unlock any of these until the free turn rolls around.
bad decisions if you want my 2 cents.
I agree. PvP-ers get the wardrobe. PvE-ers get the reward paths unlocked. Seems fair to me.
Even I am finding them an issue and I run necro which used to farm engis haha
Who cares though. At least they kittening die. Way better meta than no skill, lyysa carried warriors and thieves who are all USELESS (skill wise) and yet all “top” players purely due to have 2 lives and ridic amounts of damage and sustain.
Uhhh… what type of eng v what type of necro? I don’t see why you should be having problems. My cond necro still rotflstomps engis… even more now that AR was nerfed and the lol increased fear duration.
You’ll also be getting loot from the new rewards to salvage for recycler… but yea it kitten sucks >: (
-Roll necro
-Nom all of these engi
-Profit
I suggested they give a dye of the same rarity/set as the duplicate back… but nope
At least the gem shop dyes are getting slightly better treatment.
To me it’s sort of like the furry/MLP stuffs… I don’t mind it as long as it’s not being shoved in my face. I’ll even ignore it when it is in “earshot” of the TP etc., but I don’t expect other players to not have a bit of fun of their own when it is. That doesn’t mean I think they should ever be downright mean though.
That being said, I shall greatly miss finding amazing RP stuff like this on a regular basis on TC. Please fix immediately.
It’s not in the inven of the character that had it before, can’t seem to find it anywhere… what happened it? o.O
If it’s 1:1 I’m gonna be kittened off…
IMO all the immunity stuffs should be given the same treatment. Immunity gives too little play/counter-play.
Immob stacking was a horrid idea and should be nerfed as well.
IMO the only thing that might need to be tweaked is how mesmers can stay stealthed and pop out phants. Phants are considered attacks after all (that’s why blind =’s no phant).
A stealthed thief isn’t dealing any damage and can’t cap when they are in stealth.
Thief’s stealth attacks are fine, the only means of entering stealth without risking their ini/utility cd is blinding powder. The rest can be countered.
You had your opportunity to counter it then and remove some important resources for the thief. Making the thief risk it again after in a way that’s so easily countered isn’t well balanced.
I know, I know, way too much to ask from a player to only have one opportunity to prevent the stealth… and then still be able to punish the thief while they are in stealth… and then another opportunity after they exit. Need more.
It’s much more of an issue for mesmers (and to lesser extent engineers with supply crate/turrets). With that being said, d/d isn’t very good compared to d/p so there aren’t many d/d thieves these days and s/d does not use CnD so often as all that. Where do you find thieves that use CnD so often?
Also, the F1 they steal from ranger is far from OP..xD it is decent, but if you want something that is very strong look at what they steal from guardians or elementalists.
CnD is widely used by P/D thieves too.
The steal from ranger is a free complete heal for a thief, I fail to see how it can be useless.This said, I think CnD-ing on AIs is fine.
It removes conditions and grants regen. It doesn’t full heal thief.
Step 1: Drop it on the enemy
Step 2: Heartseeker spam
Step 3: Profit
Oh dear kitten yes please do this. I would love more free kills.
Also try fighting a mes with a dagger oh without using the clones to stealth… as they stealth constantly and come out with prot + block + regen. Yeeeeeaaaaaaa…
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No need, conds are balanced as is. L2P issue. Please see the other threads on this subject for more details.
If you want to compare engineers to the other classes, start giving the engineer the same baseline of the other classes – a second weapon slot and a non-dps nerfed main weapon. Then we can talk about it.
Aren’t the main weapons on Engi actually pretty good? The 1 is kinda sorta rubbish for Pistol, but the other 4 pistol skills are all pretty fantastic. Rifle skills are also fantastic and as I understand they’re really important for decap which is apparently popular right now.
Not “pretty good” when compared to the weapons on other classes…
Pistol 1 – Trash bleeds, trash direct damage
Pistol 2 – sprays and rarly hits all the pois unless you’re point blank, still not bad though
Pistol 3 – Pretty darn good
Pistol 4 – Short duration burn unless point blank (2s unless 200 range)
Pistol 5 – 1s root + 1s cripple pulse
Pistol 4/5 usually not worth taking over the utility of the shield (shield is pretty boss even despite the long cd’s).
Rifle 1 – Decent direct damage
Rifle 2 – Slow moving net, probably won’t hit a moving target unless very close
Rifle 3 – low damage and 1 stack of bleed unless you’re point blank
Rifle 4 – Knockback on a short CD – Pretty good
Rifle 5 – Decent damage/range, but highly telegraphed
Rifle has issues combining together well with itself for combos. Far easier to avoid/break out of than other combos on other classes.
Decap is getting nerfed via AR… deservingly so,.
Go try playing an eng without a kit, then come back and tell me the main weapon skills are “pretty good” -.- You’ll quickly see that eng need kits to be viable.
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