(edited by Ambrecombe.4398)
That is honestly very poor damage for its cast time, compared to what it used to be, before the dark times… before the nerfs.
http://www.youtube.com/watch?v=Ru_rXq2LYg0
The video you showed us was clearly during the Piercing bug period, each shot that pierced a target would scale up and deal more and more damage, this was clearly not the intention of the skill and should never happen again with any piercing abilities…
There are realy 2 ways to play a viable Rifle Build, you either go for a full Berserker geared build and rely a lot on Killshot and Volley to deal high burst of damage or you play a Hybrid build using Rampager gear to still have acces to a viable amount of power and precision but relying more on its bleeds to deal very respectable sustained damage while beeing a bit less bursty.
Both builds are very fragile overall but gives acces to other secondary weapons options, the Rampager build offers a bit less choices when it is about picking up your traits and it also suffers from condition cap in teamplay. Berserker build is more of a two trick pony build, when both of your high damage skills are used you are basicaly waiting for your cooldowns to wear off, so usualy you are better to switch weapon during that time.
I don’t think killshot should be an instant cast, but it could indeed use a faster animation. Right now it only works as an opener if your target is unaware of your presence, but overall it is counter productive to use the kill shot because during the animation time you are pretty vulnerable and depending on your build it isn’t even worth taking the risk using it. You are sometimes better switching off to your secondary weaponery and use your burstskill to get the benefits of the adrenaline consumption traits.
On a full Berserker build you are kinda forced to use it if you want to deal some damage with your rifle sinds Volley and Killshot are your only skills that will deal damage. I personaly play with a full Rampager Rifle build with high Bleed/Confusion generation but I can rarely use my burst skill because I can’t justify the risks it takes to use it even if I realy would like to use it for the extra burst and the endurance recovery.
I think it would be ok if they made it closer to Brutal Shot, the animation is quicker, you can still anticipate it and we could always add some extra warning when the Warrior use his kill shot. Like a safety “click” at the start of the animation, keep the orange marker at the bottom of the Rifle Barrel, and the “Badoum!!!” sound effect when it shoots. At least it would make the Kill Shot a more reliable source of damage in any builds for PVE and it would still be pretty much avoidable in PvP.
Not only are turrets underpowered, they can’t even target big bosses (like dragons)! I just found this out after spending 8 gold and 50 laurels kitting out my engineer for magic find. What the hell, ArenaNet? There is absolutely no excuse for that, especially when Necro pets target bosses just fine! Fix it!
That’s a bug, it worked pretty well on anything before Southsun Cove…
Or you can focus the pet until it is close to 10% HP, so when the ranger starts to call his pet you just have to give it a final blow and you can get back to your original business with the ranger.
This is the build I personnaly play for PvP
Link : http://en.gw2skills.net/editor/?fIAQNAU8ejgOFv5OCPMxBkzDoIAJP1D7oOijUhxA-j0xAYMAyCQCsIasVwioxqYwUmER1ejioVLDAzYA-w
It is also a glasscanon but instead it relies more on high bleed generation, interupt skills, it has decent mobility allowing you to easely escape. On the other hand it has a very poor health recovery and it is also lowers your burst quite a bit. But if you can keep the bleeds up you don’t loose that much of burst and the constant pressure with auto attack can be quite devastating.
For the utilities I took Defy pain, but you can switch with berserker stance if you want to be stronger against condition players. Kick is a very good skill for a Rifleman, it allows to surprise your target with a second knockdown should he dodge the first one, and with distracting strike you can make some silly combinations with the confusion damage. And fear me seems a must own power, it can realy change the issue of a fight should it be to rez an ally, burst a player down, or escape.
I’ll post again.
For all pets including turrets, pets need a minimum of 80% AOE damage immunity, they need to all have mobility options like the spirits of the rangers, and they need to have options that dramatically increase their damage in the traits even if they are grandmaster traits (and 15% doesn’t cut it seriously).
Until these things happen all pets will be mediocre at best especially turrets.
No, no and no! Pets should never have any AoE damage resistance when you play a game wich has a target limit on every AoE for the simple reason it will get exploited. Get a team of Engies with turrets and they will soak up all the damage done by ennemies AoE while those are regenerating in combat. It is like 40K AoE shield wich is immune to condition in game. People always say they are fragile but they always seems to forget they are completely immune to condition damage, wich is usualy the main reason why other pets are going to die. In this case, AoEs are turrets main ennemy and we should be able to paliate to this problem partialy while not making it OP.
To fix the AoE issue, Anet could arleady start by reducing the hitbox from every turrets, right now it is not far from the size of a Giganticus Lupicus and they will often get stucked by AoEs while those should clearly be out of the red circles. Secondly, if they realy want to make turrets stronger against area denial they could always add a way to give temporary protection to turrets (like Eagis or Protection) when turrets are targeted by AoE or they could increase the frequency and healing powers of Autotool instalation.
The grandmaster trait “Turrets Rifled Barrels” is more about the extra range, the extra damage is more a gimick I agree. I made a post recently about turrets and my idea was to increase the intial condition duration from every turrets while keeping the already existing advantages and tweaking them a bit. Another way to improve this trait would be to improve the frequency between attacks or reduce the cooldown of the overcharge abilities.
I made a post not long ago about turrets and how to improve them, you can check it on the lin bellow :
https://forum-en.gw2archive.eu/forum/professions/engineer/Turret-Engineer-Ideas-Discussion/first#post2320144
A couple of tips if you are looking to get the first place :
1) When you start the race, pick up every upgrades available, you will loose a couple of seconds but you will also get Aspect of mastery #4 wich will give you a considerable speed bonus when you use Ride of the sun #2.
2) Always favour Orange cristals over Blue cristals, even if it meens loosing a couple of seconds. You will get every second you lost back later when you catch up people with swiftness and vigor. Orange cristals can also be found in a lot of shortcuts, while those offers you a faster way to get to the finish, taking them are also a bit risky, so be aware of the danger and focus.
3) Always keep a shield #6 ready, there is nothing more dangerous to jump from pads to pads and get hit by a Wind Gust #7 or a Lightning Strike #8, jumping sequences usualy have shields ready to deploy, so use it for the stability until you get to the next shield bonus ready nearby while staying safe.
4) Never follow the same route as a player in the first place, if he isn’t to far from you let someone take the second place and suffer the booby traps instead of you. Taking fake cristals will cause you to loose every utility in your disposal, wich is something you do not want.
5) If you do have the first place, keep the pressure by laying fake cristals near jump pads and narrow paths, and do not forget to use your shield whenever you are going to get hit by a lightning strike, doing so will steal the power used against you and allow you to slow down people behind you even further.
6) Use coloured cristals to your advantage, if you look around you might find some shortcuts and win a couple of precious seconds!
- Red : Increase the velocity of Ride of the Sun.
- Blue : Increase the jump heigth of your next Wind Jump.
- Purple : Remove the cooldown of your next Lightning Leap.
Hope this helps!
(edited by Ambrecombe.4398)
All of this on top of the HF and BP nerf mean axe damage is pitiful. I’m confused as to why the warrior community isn’t speaking up about this enough
Because most of the warrior community (and the game community in general) is patently clueless.
With sword getting its own eviscerate and, overall, becoming a far better weapon than it already was (which was a good thing mind you, made the weapon viable), only thing Axe had going for it was AA DPS… And then they nerfed that… because of reasons.
I know it is out of topic, but how does taking away DPS, limiting our cripples and force it on our mobility skill makes it a better weapon? Faster bleed application wont change anything sinds we could already easely get up to 25 in a matter of seconds, your “eviscerate” variant can’t be used 50% of the time during the combat because it is slow and will barrely do more damage than the previous final thrust if the target has more than 50% of his health. And what about those who used this weapon with ranged weaponery? How do they gap away now? To get back to final thrust, it has also no place in any condition or hybrid builds unless you play Berserker. How does that make people more viable, I realy wan’t to know, because I always have played a Rampager sword&rifle hybrid, I even manadged to make it work perfectly in both PVE and PvP, and I can’t see how those changes are beneficial to me…
As off right now there’s no reason to use an Axe in PvP…. Sword is the better option. GS is also a better option due to much better mobility. If you don’t need mobility, then Mace is the better option due to extra block and loads of CC. Axe fits in nowhere.
…And there’s little reason to not use a GS in PvE, so personally I put my warrior’s axes on the mantle piece to rust in piece.
To get back to the topic, Axe was mainly used when you already controled your target and it couldn’t escape you anymore, Axe&Shield beeing a very popular build when combined with a greatsword for mobility.
And indeed there is almost no reason, unless you play for fun and not effectiveness, to actualy choose any weapon beside a Greatsword sinds we lost a good chunk of our DPS on both Axe/mh and Sword/mh. Hammer and Mace/mh are more defensive and control focused and ranged weaponery is inferior when it comes to raw DPS. So yeah, now instead of having an illusion of choice, they Shattered it and we end up with only a few viable choices…
Well I started a discussion about Turrets not long ago about how we could improve their current fonctions, but I never happen to get a lot of feedback in return. Not enough people seems interested in Turrets or do play a Turret Engineer making it very hard to engage any fluid conversation.
If you realy like turrets and want to see improvements please support the debate on the link bellow :
https://forum-en.gw2archive.eu/forum/professions/engineer/Turret-Engineer-Ideas-Discussion/first#post2320144
You should try reading before you comment. My numbers came directly from my tooltip, which were accurate when I was testing the damage. It’s actually your calculations that are way off.
My Bad for the Dualshot tooltip, it was a while sinds I hadn’t use it yet, but I made some further calculation and if I remove 160 power from my items :
- My Dual Shot looses a total of 50 dmg (25×2) = 0,3125… power coeff.
- My Bleed Shot looses a total of 35 dmg (35×1) = 0,2187… power coeff.
If you round those informations down into a power coefficient per second rate :
- Longbow gets a 0.2604… Power Coeff./Sec
- Rifle gets a 0,2734… Power Coeff./Sec
So it seems indeed longbow primary attack doesn’t scale as well with power and doesn’t get the extra benefit from conditions like the Bleed Shot on Rifle does.
a.) Bleeds are about as substantial as direct damage in most situations, so removing them from the equation totally is completely asinine. Bleed damage has the drawback of being removable, but has the perk of ignoring armor/toughness. It will be more useful than direct damage in some fights and less useful in others, but it still counts.
I know it still counts, but you won’t get the same results with Bleed Shot if you spec into Rabid, Rampager or Berserker. If you should take my Rampager Bleed Shot into consideration I can deal 1152 dmg over 12sec with each of my shots, without even including Precise Strike and Sigil of Earth. With a full Berserker gear you should be around 342 dmg over 6sec if you took 25 points in Arms traitline.
b.) The tooltip for Dual Shot is misleading. In your case, both arrows together do 466, not each one. So divide your total calculation by 2, and that’s an accurate comparison of the two for direct damage only. Because of the difference in rate of fire, your Bleeding Shot out-damages Dual Shot even when you only look at direct damage. The bleeds skew it so much it’s hilarious that anyone is dense enough to argue about this.
Yeah yeah, I made a mistake… Happy now? But still, do not forget it has double the chance to proc on sigils and Precise Strike. Traited with Stronger Bowstring it becomes a 100% Projectile Finisher (even if it is a bug) and it also generate twice the amount of adrenaline per use making it slighty ahead when it comes to adrenaline generation.
While yes Longbow auto attack is not as strong as the Rifle one, the other utilities and combos with the Firefield puts Longbow way above Rifle when it comes to AoE damage and team support.
This means:
Bleeding Shot – 456 per shot; 1 shot per .8 seconds = 547.2 DPS
Dual Shot – 282 per shot; 1 shot per 1.25 seconds = 196.5 DPS
Your calculation are totaly wrong, same goes for the damage input coming out of your skills. I don’t know where you got those numbers but they can certainly not be right.
With full exotic Rampager gear :
My Longbow (2916 attack) gets
466 × 2!!!
My Rifle (3041 attack) gets
310 × 1
So lets do you some calculation again…
Longbow ->[(466 : 125) x 100] x 2 = 745,6 DPS
Rifle -> (310 : 80) x 100 = 387,5 DPS*
*This doesn’t include damage coming out of bleeds.
(edited by Ambrecombe.4398)
If bleed application is going to be forced on a minor trait then they really need to get their act together on fixing overwriting. Basically same deal with the power line making your dodges proc confusion.
What is the trait you are talking about?
If it is Distracting Strike you are talking about, it applies 4 stacks of confusion on interupts during 8sec (+20%) and has its place in strength line because in that same line you have condition duration allowing you, if you play condition Warrior, to easely reach the 100% bleed duration cap and giving an extra condition to any Sword&Shield or Rifle Hybrid builds, and it turns out Physical utilities get also benefit from this trait (even Rampage!).
I think if they fixed the animations and made blademaster reduce sword cooldowns it would be at a better baseline
With the exception of Lightning Hammer and of course Heartseeker, Savage Leap is already top in terms of movement.
Giving it a -20% cooldown reduction, even if it’s from a Master trait, would make it 6.4s, which is a crapton for a skill that has a range of 600 and a maximum distance of 900.
I’m still pretty miffed about it; making two weapons weaker for a single, still terrible (for actual combat, it’s still a good escape/closer) weapon.
Well honestly, I think the cripple on auto-attack is interesting for that weapon. It allows permanent in-combat fury, which previously required a lot more. It also made applying bleeds with the auto-attack faster and easier.
There’s a lot of complaining about Final Thrust, but it does good damage if you land it. And it’s not exactly the first time Warriors get one of those skills. Kill Shot, Eviscerate, 100 Blades are all in that boat.
Yes the synergy with Leg Specialist and Opportunist is good and i’m pretty sur the devs have done this with the idea to let sword users have permanent fury. But this change wasn’t needed at all, Sword could already take advantage of this trait before by hitting multiple opponents, and with those changes other weapons got screwed. Also the idea itself is broken because Opportunist is on the same trait slots as Blademaster, so you have to choose between 20% critical chance on every weapon with a root or 10% critical for sword only but stackable unless you prefere to sacrifice Furious for both of them, wich would be a bad move.
The problem with final thrust is not the fact we can’t land it, you people always get to that point but none of us are speaking of this, to get to the point, Final Thrust is a burst skill that decrease the overall DPS for our sword compared to our old Final Thrust wich gave high sustain. There is no point to use it on target above 50% making it useless during halve of the fight. And it offers no utility or control wich the new Hamstring and Savage Leap are trying to do but are a pale comparison to the possibilities the older version of Hamstring could offer to you.
Why not make it like the Guardian Protector strike while keeping all the current advantages? The pet goes in stealth mode into the selected area, block the next attack if allies or himself are within this area and retaliates with a powerful sneak attack wich would depend on the family of the pet you are using.
The idea of minor traits is not to make it work around your build but mostly around the minor traits from the tree itself. If you put Rending trike instead of Precise Strike you loose some of the synergy with the other minor traits in the Arms tree.
Condition builds would also loose one of their main traits while they are already very limited in what they should pick.
And that’s without taking into consideration that because of these changes, leg specialist doesn’t work so well anymore with Greatsword, Hammer and Rifle (traited).
The only one of the three that I see affected, not counting weapon swapping, is Greatsword. After all, the ICD on Leg Specialist is 5s, whereas Hammer Shock is 10/12s and Aimed Shot is 8/10s.
Actualy they all got hited because the traits only works on 1 single target every 5sec, every additional target won’t be hit by the root coming out of those 3 weapon set. So it’s a AoE control nerf.
Warriors swap weapons, a common build with leg specialist was hammer + sword/x
Jump root => swap Aoe snare then whatever.
It really helped us catching squirrel builds, its a cc nerf we did not need
We did get a cripple on Savage Leap to make up for it, though. Granted, it was 7 seconds on Hamstring whereas the Savage Leap is 3s.
I suppose that they could increase the cripple on Savage Leap to 4s, replace the cripple on Hamstring with something cool like Poison and take away the ICD on Leg Specialist.
Putting the Cripple on Savage Leap itself is bad, it is very noticable in PvP and it gives bad escape options for more ranged focused builds. For instance the previous powerset allowed you to cripple your foe first and leap backward to take distance and swap to ranged weaponery.
The new weapon set only works in a single way, you leap forward and if you hit the target it Cripples, leaping backward won’t allow you to Cripple your foe. Savage Leap is also a single target ability while the old Hamstring could hit 3 targets and had a much faster activation time, making it almost unavoidable. It could also be used previously to increase the Bleed chain on sword, wich it does automaticaly now.
how about a change to short temper to grant 3-5 stacks of might and recharge weapon/burst skills on block/miss – they could add an icd to it ~3-5 secs..
i think this could work to alleviate frustration caused by blinds/blocks
That’s actualy a very good idea, getting angry because you miss your target. But I don’t think you need to add any cooldown to it, because the might duration doesn’t last long enough to justify a cooldown.
Is no where close to LB3 or axe f1 imo
Is has nearly twice the damage of LB3 when you hit someone under 50% HP. It does in theory slightly more damage than a Backstab to the back.
But still it comes nowhere close to what other Warriors weapons can do with their own burst skills, you need your target to be under 50% to make it usefull, so the other 50% part of the fight it has no uses, and you end up with a lower DPS chain, with an uncontrolable Cripple. And if you want to slow your target down for more than 3sec, you need to rely on a skill with a 0,5sec delay or another one that only hits a single target and can be anticipated from 3 miles away.
If you happen to be a condition Warrior your Final Thrust won’t have any utility in your build, it does barely 4-4,5K Dmg with a full exotic Rampager Set, so don’t even ask with a complete Rabid set. The only way to make that attack hits like a truck is if you go full Berserk, do this and you end like any Rifle Berserker builds relying only on 2 skills to deal burst of damage (in this case only 1) and you end up with a crap Dps.
And to be completely honest, I rather have a Final Thrust criting for 2,2K on my auto chain, even if it leaves me with slower bleed stacking (I could already go to 25 anyways) and get back my AoE Cripple on demand when I need to switch back to Longbow or Rifle and take some distance.
the pros right now are:
+ sword can Burst.
+ sword has a slighty increased bleed stacking.
+ sword has a better synergy with Leg Specialist & Opportunist.
the cons right now are :
- sword has decreased DPS.
- sword has less crowd control.
- sword has less flexibility with ranged weaponery.
And that’s without taking into consideration that because of these changes, leg specialist doesn’t work so well anymore with Greatsword, Hammer and Rifle (traited).
Now depending to your play style each pros and cons will determinate if you like the new sword or not, but to me Burst has no place in our Sword mainhand, the increased bleed rate was a none issue before, I could already get easely up to 25 bleeds and I wasn’t using Leg Specialist. So what pros do get left for me in this patch? None…
been having the same issue seems to be a 900 range auto attack.
Aren’t the pictures I posted enough? Ok let me explain you step by step :
Step 1 : Rifle Range is 1200 / Banners Range are 600 -> So Rifle Range 1/2 = Banners Range.
Step 2 : Dummy is at max Rifle Range/ Banner of Tactics is at max effective range between you and Dummy / Banner of Defense is cast at Rifle Range -> So Rifle Range = Distance between Banner of Defense and Dummy.
Step 3 : Distance between Dummy + Banner of Tactics = Distance between Banner of Defense + Banner of Tactics -> Sinds the range between Dummy <- Banner of Tactics -> Banner of Defense are the same, it means Rifle Range = Banners Range x2
Step 4 : Conversion : 600×2 = 1200 = correct value
Conclusion : If Rifle range works as intended it means Longbow range is currently buged because it shoots effectively at longer distances than the current Rifle. But current Rifle values are correct so it leaves only one possible option left and it means Longbow range is increased to 1250 (1200+50) untraited.
(edited by Ambrecombe.4398)
Sorry, but im not a fan of selfrooting skills. Immo is easy to bypass with teleport skills, also bc of how fast we can stack bleeds now by regular hits, i don’t see a point in using flurry unless for cleansing ire (bad trait btw). Sword itself was never meant to be a 100% condi wep either, its always been scaling better with power, and look at ur current #3 skill..does it scales with condi dmg? Or rip? Not so much.
Cleansing Ire has his problem but it is far from a bad trait, and yes sword was never mend for a full condition build, but neither for full power builds. It has always been a perfect weapon for Rampager builds relying on a lot of constant pressure to deal damage and control their foes. This is why I believe Final Thrust current situation has no place in our current meta, because it offers burst, yes, but only a significant amount if you go for Berserker, wich sword is not totaly about.
Sword is also the only reliable melee condition weapon we got, if they remove it we end up with Longbow wich works better with Berserker gear or Rifle wich has the same problem because it relies on pure burst or a mix of condition and power, crit to deal high sustained damage.
If sword should become a power exclusive weapon, let them just remove the whole condition out of Arms tree, because we won’t need it anymore…
I’m playing a full Turret build (Heal, Net, Flame, Rocket, Support Crate) on my Engineer but right now I don’t play him anymore because …
1) … the Firerate from both Rifle Turret and Net Turret are buging out when overcharged.
2) … Rocket Turret overcharge is broken and will only shoot a single Explosive Rocket. 3) … Thumper Turret is very limited in use and they added a stun breaker on the wrong utility (Rumble instead of Thump)
4) … Hitbox is broken and way to big, you will see your turrets getting demolished 100 units away from the AoEs red circle. Or they will die by melee cleave attacks from ennemies while they are clearly sitting behind them.
5) … AI is broken, Turrets will shoot the closest ennemy even if they have no line of sight, they will shoot some destructible items but somehow won’t do anything against Dragons and the Tree Boss from Twilight Harbor.
I realy love turrets but right now they work to much on my nerves to be actualy worth the enjoyement.
PS : If you people like Turrets, please support the discussion in the following thread, I need more of you guys.
Link : https://forum-en.gw2archive.eu/forum/professions/engineer/Turret-Engineer-Ideas-Discussion/first#post2320144
1: Hamstring does 2sec cripple
2: Stability for duration, unaffected by cripple/chill
3: Counterblow (can share animation of mh mace 2 and same damage) 10cd, grants vigor for 5sec on hit
4. Impale as it is, rip a pull.
5. Damage increased to match mace 2, removed bleed, add 3sec regeneration on hit
F1: Final thrust which will share the same damage of evi, cause immobilize on hit (current values). Castime reduced to whakittens was pre patch (its a must)Blademaster also reduces cd on sword by 20% (im suprised that it still has no cd reduction, even lb got it)
It is what i want to see
What about, you leave the sword the way it was before the patch, try to improve the existing utilities (making them better), and stop trying to turn it into a POWER exclusive weapon.
Flurry is an extremely good burst skill for quick condition burst, and it can reach some pretty high damage values if you can get up to 100% bleed duration. The only weakness of that skill is in its long channeling time like Hundred Blades but it compensate its weakness with the immobilized effect. The only thing they could possibly do to improve it is by changing the animation a bit to make it more fluid in combat.
And yeah to make Blademaster viable a 20% CD reduction is requiere because right now with Leg Specialist occuring on auto attacks and Opportunist sharing the same slot of traits as Blademaster there is almost no reason to pick Blademaster over the other one.
I’m already unhappy with the the new final thrust and overall DPS decrease, yes you stack bleeds a bit quicker but you are still limited to 25 stacks, and those were already reachable with the old sword.
And loosing my Hamstring as an utility is also something I regret deeply about those changes, the new Hamstring is worthless and only works if you force yourself into taking Leg Specialist. And the compensation on Savage Leap isn’t enough, you see that move coming around from miles making it a joke in sPvP.
Instead you gain a potential burst on Berserker builds but again, no love for condition Warrior…
So I say a BIG NO for this idea, we don’t need another power weapon!
Edit : If you realy want to improve sword give it a 200 condition damage bonus when wearing a sword, like Mesmers got with their wand, and give it a 20% cooldown reduction when traited.
(edited by Ambrecombe.4398)
Hi,
I would like to ask if you could mention that Natural Healing, grandmaster trait in the beastmastery line, isn’t working anymore sinds the latest patch.
This trait is one of the core element of a surviable pet build, and I wouldn’t want to wait another two months for a fix.
Thank you!
Hi,
I just tried some pvp builds with my ranger and noticed my Natural Healing wasn’t healing neither my pet or myself anymore.
Could someone check this out and correct this issue for the next hotfix?
Many thanks!
This is the build I personnaly use to take advantage of Distracting Strike.
http://intothemists.com/calc/?build=-sFw70FCVKVP0T47L-60;9;4JT;0J16-26A;456-KNH4-JG46Rk06gm97Zu
The rate of fire was always buged +-12,50sec depending on the rotation time of the turret, but yeah it is even worse sinds the latest patch. Overcharging our net turret in the start of a fight will result in no net for the rest in its lifespan.
Pictures :
1) Banner is setup at max range and another banner setup at max Rifle range. And my shots hit the dummy.
2) Perspective view of the previous picture (#1)
3) Banner is setup at max range and anoter banner setup at max Rifle range. I can take a bit more range with the Longbow (clearly because of how arrows works).
4) Perspective view of the previous pucture (#3)
(edited by Ambrecombe.4398)
Rifle range is fine, I made the test with 2 Banners, one between me and the practice dummy, another on my position. When I took a look from another perspective the range was exactly the same between both halves. So unlike both banners (wich have a range of 600), and Rifle range are broken it would more likely look that Longbow has sinds the latest patch a broken range of 1250 (1200+50), untraited, instead of a 1050 (1000+50) and needs a fix.
You should also swap some of your sigils. Sigils on swap and crits share the same internal cooldown when an effect occure, starting by the one in your Mainhand. So if you switch back to your Mace&Sword you will not get the effect of your Sigil of Superior Energy because Sigil of Superior Doom will put all of your sigils back on its internal cooldown.
1. Turrets gain a % of the player’s stats (power, toughness, precision, etc.), maybe a trait to increase the % (I believe, currently, that only player condition dmg is calculated for turrets?).
It would indeed be interesting to be able to make turrets scale at least with Power, to see more Rifle Turret Builds, but I think the rest should stay the same. Some builds rely on toughness to take aggro of their turrets. So making them scale on player stats wouldn’t allow the Engineer to take toughness to draw aggro away from them anymore. On the other hand Turrets would be much more surviable on their own.
2. Give a turret, thumper maybe, a passive effect that it casts aegis in a large AE every 10sec or so, but only itself and other turrets, of the same player, receive it. This would make clumping your turrets together helpful and reduce some of the AE dps they take. _Maybe every turret has this ability but only when X amount, from same player, are in close proximity to each other (only one aegis at a time though). That way a solo turret doesn’t benefit but if you drop 3 or so they gain some protection for an AE just wiping all of them out. It probably wouldn’t help much, but think about that new dungeon in the laser room… all turrets are completely pointless… _
Personnaly I think Turrets should have complete immunity to AoE in only 1 situation, and this one are trap rooms, or at least give them an unreachable gamespot for us, Engineers, to place our turrets safe with Deployable Turrets trait. If you give them to much AoE resistance you end up with people exploiting the AoE cap by putting turrets packed together. Aegis has the potential to block powerfull AoEs, but the only problem comes from the fact in almost every dongeons you have your AoE roaming around for a period of time, that is why I took Protection instead, but yeah Aegis could work for the eventual shockwaves and selfradius AoE coming out from some boss fights.
3. Just add to a trait the passive ability of reducing AE damage turrets take by 75% or so.
While yes this would benefit greatly for turrets, it should never be an option in any games with an AoE cap. Take for instance Champions Online, they once added 75% dmg resistance on every pet, when you had a pet build around, you didn’t had to worry anymore about AoE because the pets would soak up everything instead of you and were close to invulnerable. Turrets already have the advantage they are immune to condition, wich makes fighting them a nightmare if are relying on condition only. And like in my answer 2#, people would start exploiting the AoE cap to protect them against damage, and this would be wrong. I think a temporary Aegis or Protection buff, even if it is not perfect, would be more apropriated and would already improve turrets situation.
4. Change Tool Kit “repair” so that you repair turrets in an AE around you while you have Tool Kit equiped. Maybe, when you have Tool Kit equipped it also reduces dmg to turrets or just AE dmg. That way it’s more of an active thing you have to do, with your wrench, pry bar or gear in your hand… can’t just sit back and shoot ppl letting turrets take the dmg.
We basicaly got a very similar idea on this but instead I took the approche on Autotool Installation, wich became Repair Specialist, allowing every Turret to gain the double amount of self healing every 3sec when you have your Wrench equiped.
5. Change it so that you drop 2 turrets at once from a utility ability and change the utility abilities to something like:
I’m not a fan of that idea, wouldn’t it allow us to create to many turrets on the field? If you have 2 Turrets for each powers, how do you overcharge them? How does Deployable turret works. A lot of the Turrets right now have a role and requiere different tactical positions to be effective, regrouping them two by two would remove all the strategy behind picking the right turret in the good situation. Also how do you seperate them?
I think it is better to improve the skill the way they exist right now instead of working back from scraps.
So you gotta attack under stability. With mace, hammer, sigil of paralyzation on both and 30 points in discipline with burst mastery you can almost perma cc them
Unless, obviously, they escape, or break the stun. Or if they can get away from you in very little time.
Never use stability against a necro! Never use it! Unless you like to run around like a chicken!
Best way I found to beat them is to retreat to let the clone regroup and use AoE with the longbow while trying to dish as much condition damage to the Mesmer. But any competent Mesmer can make sure you won’t run away.
Yeah, trying to AoE clones from a bunker Mesmer will only make you eat high retaliation damage. You would end up killing yourself.
To the OP: Go condition damage. Mesmers only real problem are conditions. Once you get the conditions on them they only have a few options to get them off of themselves. Sword/x and Longbow is a strong condition build. If traited and geared correctly you can easily get your Longbow 5 up to 16k damage in bleeds (in one shot over around 16 seconds or so).
You go to the extreme side of things and by the way, only phantasm get retaliation not the clones, and it only last 5sec. So yeah condition can be great, but you have the choice between sword, wich will never be enough to stay in melee range in its current state against any good mesmer, longbow with its Burning or long cooldown bleed or Rifle if you play a Rampager build can stack a lot of bleeds between the bursting abilities.
If you peope are interested in Turrets I recently made a post with a couple of sugestion that could possibly improve them. But I need feedback, so check the link bellow :
https://forum-en.gw2archive.eu/forum/professions/engineer/Turret-Engineer-Ideas-Discussion
My prefered weapon was Sword&Shield until they switched Hamstring and end up with a relative poor Final Thurst that doesn’t work that well in my build.
Now my prefered weapon is Rifle, Rifle Butt all the way!
Necros are very susceptible to interupts, and it is a good thing because physical utilities have been buffed a bit with the latest patch.
Best way I found to beat them is to retreat to let the clone regroup and use AoE with the longbow while trying to dish as much condition damage to the Mesmer. But any competent Mesmer can make sure you won’t run away.
Net Turret also cease fire if you overcharge it right after you deploy it until it is destroyed.
Not to mention Turret Hitbox are way to big and will even be hit when they are out of AoE circle. Turrets right now are for sadomasochist hardcore gamers!
Edit : Just remember something very important, turrets have a rotation time before they attack, this is maybe the cause of many of the bugs you are listing. For Net Turret and Rifle Turret that’s for sure, rate of fire and overchharge are screwed, but for the rest, it is probably a bit slower because they need to rotate before they are able to shoot.
(edited by Ambrecombe.4398)
The only change turrets really need is focus fire targets you target. Apart from that, I think turrets are fine.
It was something that I wanted to bring in until I realised this wouldn’t work, because turrets are stationary unlike pets and this could cause issues in a couple of situations.
- What happens when your target is behind a wall or ceiling? Do they keep missing their shots?
- What happens when they are out of range and defend a point? Are they going to stay passively there and wait until someone or something comes and destroy them?
While your idea would certainly improve turrets, I think it wouldn’t be enough to make them viable.
Sinds this post took me while to create, i’m just gonna bump it so everyone has the occasion to read it.
- Note : For the Gateling Turret I would personnaly like to see the one used in the original Charr Engineer Artwork. Those can also be found in the Black Citadel, check the link bellow :
https://forum-en.gw2archive.eu/forum/professions/engineer/Anet-I-cried-today/first#post1664284
(edited by Ambrecombe.4398)
To explain why I made those changes I will give a little bit of information.
Turrets in their current state are clunky, the overcharges requiere you to anticipate the next cycle of attack from all your deployed turrets and they seem to easely bug out at every patch. Turrets are also limited to the fact they always choose the closest target to them, even when hiding behind a wall making it very hard when fighting ennemies in PvP and makes some DE in PvE a nightmare when destroyable structures are respawning behind walls.
To fix this issue, I transformed every Overcharge utilities into instant abilities, this way you can keep the attack cycle of the Turrets untouched unless the Overcharge has an incorporated windup at the end of the animation, and with the Lasersighting passive ability it becomes more practical to target players in PvP hiding behind pets and also in PvE when you want to control a specific target and not the closest to your Turret.
Turrets also have surviability issues, the hitbox is also to big, making them very susceptible to AoE damage, while I am compeltely against high damage resistance to AoE or complete immunity. I came with the idea to make a “Oh kitten” button to every turrets, taking the Blast Shield will provide a slighty improved metal plating passive resistance and also a temporary protection buff to every turrets when they get targeted by an AoE (not when hit), so whenever should they be inside of a red circle they will automaticaly respond by using their protection buff before and this only once every 20sec. With the extra health regen and lowered hitbox it could possibly make them more viable but not completey indestructible.
I also merged Power Wrench and Autotool Installation together and improved the rate at wich they regain health. The ammount is slighty improved compared to the old value. Overall health before was 10% every 10sec, new value is around 13.33% every 10sec wich becomes 26.66% if you are wearing a Wrench. By doing this you reduce the amount of points you have to pick to trait for turrets, you give the choice to the player between more sustainability or more firepower while still keeping improved regeneration capabilities for your turrets. The increased healing rate also helps turrets sustain for longer because the health gain will kick in faster.
Switching Rumble (toolbelt) to Thumb (overcharge) was needed, you usualy want to keep your Thumper Turret close to you and use it whenever you are stuned to blast ennemies away from you. I just compensated both toolbelt and overcharge abilities with extra damage, extra utility or increased/reduced cooldown. It now means that you are more vulnerable to stuns when your turret is not deployed but at the same time I think turrets engineers should always feel vulnerable when their main assets are removed from them. It adds more dept in the combat.
I improved a couple of Toolbelt abilities to make them a bit more usefull in combat and working around different possible builds, especialy condition damage engineers.
I nerfed the base Immobilized effect on net turret but the duration is the same now with Rifled Turret Barrels, on the other hand the overcharge is a powerfull chain stun, that can only be countered by damage, the net will reaply immobilized and a stun frequently protecting its effect against condition removal but it will be destroyable. The idea is to make that skill work like Entangle, turning it into a powerfull control skill but giving the opportunity to team members or people with stability to counter the crowd control. For Pve it is more like a Defiant breaker, the idea is to reduce the number of defiant on a boss low enough to allow other people or the Engineer to interupt the target later when he channels a powerfull ability.
For the Rocket Turret it was more about style realy, the turret has 3 rocket sillos and only use one, so shooting 3 lobing rockets in a small interval instead of 1 would give a better spread against moving targets for greater area of denial and would also grant a visual explanation for the 3 sillos.
For the Gateling Turret, when I think obout Rifle Turret, it lacks synergy and utility compared to the rest of the Turrets. I added some condition damage and firing rate to give better synergy with combo fields and condition damage builds and I turned the overcharge into a Burst with utility to make this turret more adaptable depending on the fight. Sinds the overcharge is rather strong I putted a biger windup to give ennemy players time to recover a bit.
I’m pretty sure i’m still missing some points but I’ll complete those later if you have any questions or oppinion to give about this thread.
Enjoy the writing, and don’ t be afraid to give an oppinion!
(edited by Ambrecombe.4398)
TRAITS :
Explosives :
Accerant-Packed Turrets : Turrets explode when killed. When your turrets explode, they push back foes, burning them for 2sec.
Invention :
New* Blast Shields(replace Metal Plating) : Reduce damage dealt to turrets by 35%, grants protection for 6sec to every turrets whenever those get targeted by an AoE (Recharge 20sec).
New* Repair Specialist (Replace Autotool Installation & Power Wrench) : The Throw Wrench and Smack skills heal turrets twice as fast, and cripple foes for 5 seconds. Tool kit skills recharge 20% faster. Turrets are self-repairing 4% of their total health every 3sec. This amount is twice as powerfull when the Engineer equip his Wrench.
Rifled Turret Barrels : Turrets deal 20% more damage and have 25% longer range*, condition dealt by turrets last 1sec longer, Overcharge skills recharge 20% faster.
- Including Thumper and Healing Turret, right now those two aren’t affected by this trait.
Tools :
Deployable Turrets : Turrets skills recharge 20% faster and use ground targeting (Range 900).
New trait (Replace Power Wrench) : Sinds it is a turret sugestion I won’t make something out of topic, but it could be a trait increasing Gadgets sinds those are relatively inexistant.
(edited by Ambrecombe.4398)
TOOLBELT :
Gateling Turret
→ New* Surprise Salvo (replace Surprise Shot) : Damage 31×4, Bleeding 4×2sec, Instant, Projectile Finisher 20%, Range 1000, Recharge 10sec.
Flame Turret
→ Throw Napalm : Damage 170, Burning 5sec, Range 900, Radius 180, Recharge 30sec.
Rocket Turret
→ Rocket : Damage 370, Burning 2sec, Instant, Range 1200, Recharge 20sec.
Tumper Turret
→ Rumble : Damage 146, Cripple 3sec, Instant, Radius 360, Blast Finisher, Recharge 30sec.
Net Turret
→ Net attack : Immobilized 3sec, Range 600, Recharge 45sec.
Healing Turret
→ Regenerating Mist : Regen 6sec, Cleanse 1 condition, Radius 480, Recharge 25sec.
- Note : Every Toolbelt skills are also affected by Rifled Turret Barrels, increasing base damage, condition duration and range.
(edited by Ambrecombe.4398)
Hi,
I would like to propose a couple of improvement/ideas for turrets
TURRETS :
New* Lasersighting : Every time you overcharge a turret it will focus the target the Engineer is currently attacking for the next 12sec or until the target dies.
Debuff tooltip : You have a very bad feeling, it is like something is targeting you.
New* Gateling Turret (Replace Rifle Turret) : Damage 110×4, Cast 1.00sec, Bleeding 4×2sec, Windup 2sec, Projectile Finisher 20%, Range 1000, Recharge 20sec.
-> Overcharge : Supressive Fire (Replace Automatic Fire) : Damage 161×12, Bleeding 12×2sec, cast 3.00sec, Windup 4sec (overcharged*), Cripple 6sec, Cone 45° (3 targets), Range 1000, Recharge 30sec.
- Note : Overcharged, thin smoke comming out of the gun barrels representing the sinking heat.
Flame Turret : Damage 127, Cast 0.00sec, Burning 2sec, Windup 3sec, Cone 60° (5 targets), Range 450, Recharge 20sec.
-> Overcharge : Smoke Screen : Blind 5×2sec, Instant (does not requiere target), Radius 450 (5 Targets), Recharge 30.00sec.
Rocket Turret : Damage 794, Cast 0.00, Burning 3sec, Windup 4sec, Radius 240 (5 Targets), Range 1200, Recharge 45sec.
-> Overcharge : Rocket Barrage (Replace Explosive Rocket) : Damage 524×3, Burning 3×2sec, Knockdown 3×1sec, Cast 2.25sec, Windup 1.75sec, Radius 240 (5 Targets), Recharge 40sec.
Thumper Turret : Damage 381, Cast 0.00sec, Cripple 3sec, Windup 3sec, Radius 360 (5 Targets), Recharge 45sec.
-> Overcharge : Megadrill (Replace Thump) : Damage 1141, Stability 1sec, Instant (does not requiere target), Radius 360 (5 Targets), Blowout 400, Blast Finisher, Break Stun, Recharge 45sec.
Net Turret : Immobilized 2sec, Cast 0.00sec, Windup 10sec (right now it is +-12sec), Range 600, Cooldown 30sec.
-> Overcharge : Electrified Net : Damage 128×3 (155×4 Traited), Immobilized 3×1sec (4×1sec Traited), Stun 3×1sec (4×1sec Traited – Special*), Instant, Vulnerable to damage, Range 600, Recharge 30sec.
- Note : Traiting for Rifled Turret Barrels will increase the duration of the net by 1sec, Break Stun removes the electrified net effect.
Healing Turret : Healing 2520 (0.50), Regen 3sec, Cast 0.00sec, Windup 3sec, Radius 480 (10 Targets), Recharge 20sec.
-> Overcharge : Cleasing Burst : Healing 2520 (0,50), Regen 5sec, Cleanse 2 conditions, Instant (does not requiere target), Radius 480, Water Field, Recharge 15sec.
*note : Turrets do not attack anymore if ennemies are not it their line of sight.
(edited by Ambrecombe.4398)
Can’t find anything in the patch note,
Rocket Turret will only fire a single lobing rocket whenever you overcharge it while it should clearly have the time to shoot two rockets.
And can someone please fix both Net and Rifle Turret Overcharge, they are broken sinds Sky Pirates event. Net Turret won’t shoot for the rest of its lifespan if it overcharges in the start of a fight and won’t increase the firing rate if used afterward. Rifle Turret will keep its improved firing rate for the rest of its lifespan if used in the start sequence of a fight, on the other hand overcarging it after its second shot will not increase its firing rate any further.
If you want to deploy turrets at your feet don’t play with deployable turret trait, and you will get your “fun”.
You could try this build variant :
http://intothemists.com/calc/?build=-sFFo-BFSK-Q0X4NL-60M4RLFP0a4kG;5TJ-J;127A48;259-VN17;2jwmAjwmA7Zo
Your already have acces to very quick adrenaline generation, so signet of precision is not needed. Your riposte will reflect projectiles, your savage leap will clear you from most hindering effects, Flurry and Combustion will give you some good condition cleans while Adrenal Health will give you some extra sustain. You will deal extra condition damage with Runes of the Undead, stacking 25 bleeds shouldn’t be to difficult with your longbow and sword offhand even with only 50% extra duration on bleeds and sinds you are going to switch a lot of time with your weapons I think sigil of Geomancy would be more appropriated for this kind of fight and add a nice little AoE bleed.
They are stackable but who ever whote the patch note didn’t knew how the Furious trait worked. Furious only gives an extra strike of adrenaline whenever you deal critical damage, so you actualy get 2 strikes of adrenaline instead of 3, to proof my statement you could use Flurry on sword. You will gain a single strike of adrenaline on each of its critcal hits, Rampager sword builds can basicaly build up to 30 stacks of adrenaline when hitting 3 targets with a Flurry.
Sames is applied with Sharpened Axes, you get an aditional strike of adrenaline (only with axes) whenever you deal crit damage. So taking those 2 traits will result in gaining 3 strikes of adrenaline whenever you deal critical damage. But I don’t think it is needed to take both of them sinds taking one of those is far from enough to generate 30 strikes of adrenaline before your burst is off cooldown.
Hope it helps.
(edited by Ambrecombe.4398)