Showing Posts For Ambrecombe.4398:

Boon Hate is brutally unfair to guardians.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

To get back on the topic, you Guardians forgot to mention 1 big thing about Boonhate. Warriors will suffer even more than you will sinds they get acces to a lot of offensive boon while having no ways close to mitigate those extra damage taking with protection mitigation.

Again that change is subpar, it will help against boon users for sure, but I’m not convinced at all about this trait.

Boon Hate is brutally unfair to guardians.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

the majority of warriors won’t be happy till we have a “Press this to win” button. Having the best HP, burst, and ranged damage isn’t enough.

1. Thiefs have the best burst damage, as confirmed by the DEVs. Not just now, but they want it to stay that way.

2. And the highest damage ranged is Kill Shot, which is only available with full adrenaline and only hits one single target. If that targets dodges, the warrior just lost about 30% of it’s DPS. The ranged damage of a warrior is very much theoretical, there is a reason why you don’t see level 80 rifle warriors.

Do you even have a single clue about Warriors? Kill Shot can penetrate its target if traited properly, thus hitting multiple foes, and you keep your adrenaline if you miss the shot so it is just a matter of time before you can reuse it sinds it goes on cooldown when you miss the shot.

Also if you use Killshot for DPS even if you hit your target you will still loose overall damage in your cycle, because loosing adrenaline is equal to loosing -12% dmg bonus from Berserker Power and Kill Shot while hitting like a truck has a dead long animation that won’t allow you to recover the lost DPS from the passive damage bonus and the time you lost using for using that skill.

Kill shot has 2 purposes if you play Berserker :
- Starting a fight by dealing as much dmg as possible before the targets engage you.
- Ambushing people while unoticed to take them down quickly and efficiently.

And by the way, i’m a rifle Warrior with a full Rampager armor set (aka Berserker cousin) and I can deal over 3K+ sustained dmg with my rifle without even including boons, vulnerability and my Volley into consideration. I maybe don’t deal 15K dmg kill shots, but I have higher sustained DPS and I also get more versatile fighting options.

Warrior class skill Ideas.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

What about this idea, Discipline

Breaching Burst :
- Increase vulnerability duration by 0,5% for every point spend in Discipline (max 15%).
- Burst skills inflict 1 extra stack of vulnerability, per adrenal level, during 5sec for every 5 points spend into Discipline. (max 15 stacks with 30 points in Discipline traitline)

With Burst Mastery and a weapon switch you get a quick 25 stack of vulnerability, this can seem OP but the point is more about extending the overall DPS after using your Burst skill for a very short duration.

Should warriors have good regen ?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Adrenal Health is only 120 hps.

Adrenal Health is based on your adrenaline level. At level 1 its 120, level 2 about 240 and level 3 360. Doesn’t scale with healing power.

360 every 3sec = 120 hps (=> Health Per Second)

rifle basic attack

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Posted by: Ambrecombe.4398

Ambrecombe.4398

To people using distracting strikes, that confusion kind of sucks because when you stun or knockback someone they cant do anything with those stacks on, wich only last 5 seconds, so the damage is really minimal if any.

Even if you loose a second because of the knock mechanic. In PVE monsters usualy get 1 to 2 strike from confusion when fighting melee and always 2 when they are ranged targets. Also some Champions are vulnerable to interupts even if you don’t knock them down, so you still apply the confusion even if you didn’t stop their action. It also works on hordes of small ennemies that get interupted by your basic attacks (like spiderling hordes), wich means you can stack a ton of confusion on them and take them down very quickly.

I will have to agree on a couple of things, the damage is subpar for PVE, but I’ll just respond to you that you get the exactly same results and issues when you try to deal confusion damage with your Engineer or Mesmer, those 2 strikes from confusion skills are commun! And hey, it is damage on top of what you are already dealing!

On the other hand, it does provide a lot in PVP sinds the confusion will protect your bleeding effects a bit against condition removal and at the same time punish people for fighting you back. (Another argument would be that people don’t expect a Warrior to confuse them, but with time comes adaptation, so this is not a permanent advantage)

I will agree also on the fact that Maces and Hammer aren’t ideal for this trait, sinds those are power weapons, you might not want to use distracting strike with them sinds you will loose a considerable amount of damage because you wont be able to adapt your gear to work around it and also because you get a shorter effective duration for the confusion because those same weapons are knocking or stuning targets for a longer duration.

But the trait can work, Sword/Shield and Riffle are still ideal sinds they both offer a quick way to interupt with very small invalidation timer on and can be centered around condition builds, the kick utility is also nice addition with the trait sinds it is basicaly a second Rifle But with a 20sec CD.

Also you forgot to mention it is a 6sec confusion (food and runes not included) sinds you need at least 20 points to pick up that trait. Finaly, you may agree or not, this change to your skills will force players to track animations from foes and will also gratify them for doing it so. So to me, it has become a must have in my build, because this trait has learned me a lot how to be a good Warrior, and I think A-Net should make more like these!

(edited by Ambrecombe.4398)

rifle basic attack

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Posted by: Ambrecombe.4398

Ambrecombe.4398

How does distracting strikes give you a third interrupt on shield?

You misunderstood me, what I was trying to say is :
- With Shield I get a third interupt skill (aka Shield Bash), because I already have Rifle But as primary interupt and Kick (utility) as secondary interupt. That makes a total of 3 interupt skills.
- With Distracting Strike I apply 3 stacks of confusion whenever I interupt a foe. This is the reason why I pick a Shield instead of an Offhand Sword, because I can take advantage from my traits with that weapon set.

Those were 2 seperated information but in a same sentence, sorry if I didn’t make myself clear.

rifle basic attack

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Posted by: Ambrecombe.4398

Ambrecombe.4398

ppl play rifle as a condi weapon well that’s interesting. double sword as the secondary set?

Nope Sword and Shield, I use distracting strike so my shield allows me to get a third way to interupt my foes and apply 3 stacks of confusion. And the shield block realy helps out a bit when you take high sustained damage from ennemies.

I am mostly going to use my melee when I need to root my target in place or when i’m out of interupts, it is also possible to use it at its max range to stop attacks from some types of melee ennemies but I usualy avoid that sinds a wrong manipulation can end with you eating the dust. I also use my swords leap to cover distance when things goes south.

(edited by Ambrecombe.4398)

Oh no... SOTG

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Posted by: Ambrecombe.4398

Ambrecombe.4398

but what about heals over time, anet? regen is all but useless until you let our turrets scale with our stats!

What are you talking about? Turrets scale both with Healing Power and Condition Damage…

rifle basic attack

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Tooltip says 306 dmg from Bleed Shot, 2290 dmg from Volley, and 102dmg per bleed (usualy around 15-20). I have 75% crit rate with an extra 20% crit damage + an extra 22% dmg from Berserker Power and Attack of Opportunity. With Signet of rage and For Great justice my bleedings are going up to 115dmg and I am getting 95% crit chance.

Those damage aren’t looking that great but together they do grant a very important DPS output with your rifle.

rifle basic attack

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I would rather we lost the bleeding effect so we could use rifle as a sustained DPS weapon with burst capabilities. I don’t see a lot of use for the bleed and I feel it limits the builds we have available with it.

How does it limit the build possibilities? As mentioned above, you can have a direct damage and condition damage variant of it due to the nature of the auto-attack. Taking away the bleed would make it much less effective for use with condition damage, thus limiting the number of builds that could make effective use of the rifle.

I don’t think that person realy cares about build diversity, neither possibilities, and just wants to steamroll everything with his own Greatsword/Riffle build, even if it renders those of other people useless.

No offense intended.

(edited by Ambrecombe.4398)

Confusion nerfed in WvW to match PvP

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I believe it would have been smarter to reduce the number of confusion intensity on skills or put a lower cap or duration to confusion (at least for PvP). In the video I saw they seemed concerned about people getting killed because they were taking way to much damage from high intensity of confusions. I personnaly never had any issues with that sinds damage only hit you if you fight back and you always have the option if you run in teams to run away until the effect wears off.

I think the biggest issue came from WvW, where people were dealing 8-9sec confusion with the extra duration from food, damage form gear and probably HgH, because it shuts down your character for to long. Thats why I think food and upgrades should be totaly left away from WvW, it creates a to big disparity between people with condition builds using it and people who don’t. In SPvp you usualy don’t notice it so much when you run with good players helping out with condition removal and you always have backup to protect you if you need to go for a run.

But I just have a question, sinds confusion looses 50% of its damage does it meens it has the exact same value of damage in PVE, sinds it was buffed previously for WvW, or does it deal even less damage than before?

(edited by Ambrecombe.4398)

Rifle warrior solo

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Posted by: Ambrecombe.4398

Ambrecombe.4398

“Superior Sigil of Stone” ?

Yeah sorry, it is Superior Sigil of Earth…

That’s when you try to translate things from French to English without checking the wiki page, for the correct information. :/

rifle basic attack

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Posted by: Ambrecombe.4398

Ambrecombe.4398

There are realy 2 ways to play an offensive riffle build.
1) You take it as a secondary weapon for your Berserk character and use mostly its Volley and Kill Shot to burst an unawared ennemy in seconds. But your overall damage will be low because your auto attack will not allow you to have high sustained DPS.
2) You take it as a primary weapon for a Rampager set, put a Superior Sigil of Earth, add a couple of physical utilities (like kick) and Distracting Strike trait and you get a deadly mix able to dish out 3K+ DPS at range just with the auto attack, and confuse ennemies whenever you interupt them. Your Volley and Kill Shot are a lot weaker but your periodical damage are compensating a lot (not totaly) for the missing critical damage. So you end up with a more flexible but less bursty setup.

So in my humble oppinion, Bleeding Shot condition damage makes sense.

rifle vs current LB

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Baseline Rifle when no traits chosen
Longbow (with trait) >>> baseline Rifle
Rifle (with trait) >>> baseline Longbow
Longbow (with trait) = Rifle (with trait); Longbow better for AoE (and slightly more effective Adrenaline gains), Rifle better for Single target or bleed builds

Note that taking a Longbow with Stronger Bowstrings is buged, you get a double 100% combo projectile when shooting with Dual Shot making it much more powerfull than it should be.

Rifle warrior solo

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I accidentaly posted this post on the wrong thread, I don’t know how so i post it hier.

It is about people telling rifle warrior is a one trick pony or is less powerfull than other profession :
- First, a warrior with a rifle deals way more damage than a Ranger with a longbow and/or shortbow, because part of the ranger dps is based on his pet, and his pet easely dies in PVE and is avoided in PVP by strafing. And by the way, sword rangers are hitting harder than ranged ones.
- Secondly, the only one trick pony build with rifle is when you are running full Berserker gear because you rely everything on 2 easely avoidable skills.

I personnaly play 20/30/0/0/20 with a full Rampager damage set. With 80% bleed duration (+100% when switching to Sword&Shield) and Superior Sigil of Earth and I can get above 3K constant DPS with auto attacks, and this is without taking my skill number 3 into consideration when I need a bit of burst. And on top of that I have 100% critical chance with fury. I can switch whenever I want to my sword and shield if I need a gab closer or a block, and with distracting strike I can deal 3 intensity of confusions for 6,5sec multiple times (Kick, Shield Bash, and Rifle But) whenever anyone is foolish enough to get close and personnal and gets interupted.

Now my build has a lot of flaws too, that’s why it is always better to stay with someone able to support you whenever it is needed, but it offers also lot of way to lock down your ennemies and pressure them with a good mix of Physical&Condition DPS and controls.

So I disagree, Rifle is not a 1 trick pony weapon and is capable of dealing high sustained DPS and Burst at the same time while keeping confortable kiting abilities and quick control supports.

Edit : Name of the sigil sinds my version was a bad translation from French to Enlgish.

(edited by Ambrecombe.4398)

Warriors go down so easy...

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Posted by: Ambrecombe.4398

Ambrecombe.4398

>Actually needing to “build for sustain” in anything PvE related

Thank you for proving my point entirely. .

How do I prove your post entirely??? There was never a topic to start off, no argumentation, what so ever. So people started to talk about things they beleived was the points of the OP and they have tried to have a mature conversation while giving their point of vue (with a couple of exceptions of course). And you came by and posted the following message :

Additionally, I would like to request that people in this thread stop being pants-on-head kitten because this is clearly a S/TPvP thread and bringing up WvW and PvE(especially so) is completely out of point.

Now you completly switched one side of the moon and took the other by saying : “I’m right” (no arguments) and tell this is “more” (“>” I guess) a PVE related post on building warriors for sustain (sustain DPS, Healing, Control? Again not a single argument or explanation?) while you said the complete opposite previously…

So sinds you are in the rightrous place and know what you are talking about, would you mind to clarify everything you said previously, in plain English, and give a single and proper oppinion of your point?

Thank you very much!

(edited by Ambrecombe.4398)

Warriors go down so easy...

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Posted by: Ambrecombe.4398

Ambrecombe.4398

This thread is a mess. OP is probably talking about warriors in the context of PvP and then some guy comes in with PvE analogies and then another with WvW zerging, someone else with WvW roaming, and then we’re back to PvP again.

That’s what happens when you try to talk about pvp warrior anywhere but the pvp forums

Just a whole bunch of dumb people who can’t read for kitten posting their walls of text of uneducated opinions, sometimes on the entirely wrong topic

Was it ever mentioned that this was a s/Pvp post? There was a good assumption it was about pvp in general and Warrior surviability but if you read the top comments they all had a fairly good place in this topic.

So, instead of calling out people for beeing uneducated and dumb, why don’t you start by reading your own post and take your own advice into consideration.

Thank you for your comprehention!

Warriors go down so easy...

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I personnaly enjoy my Warrior a lot even if I’m not one of those build that can take 3 to 4 people together in a row. I’m a Glasscanon putting a huge amount of pressure with my high average damage from both conditions and critical rating and I can realy punish those whishing to get close to me with a lot of push backs and confusions.

Yeah i’m pretty much on the same level as a Berserker geared character, a free kill when I get focussed, but that amount of pressure makes every fight with my Warrior very “kitten” fun to play!

(edited by Ambrecombe.4398)

rifle vs current LB

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I prefere to play my rifle Warrior (20/30/0/0/20) with a Rampager Set and Sword/Shield as secondary weapons. People usualy don’t expect a rifle Warrior to get out a sword and a shield and they also don’t expect to get confused whenever they get interupted by a kick, a rifle but or a shield bash.

You get a great constant dps from condition and 100% crit rate under fury, you can stack both bleeding and confusion in intensity for massive amounts of damage, you can still burst ennemies down with volley and you get better defensive options while keeping a very good mobility and of course Flurry for the runners!

Warriors go down so easy...

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I agree with Albundy, Nullfield is definitly better than signet of stamina just for the fact it periodicaly removes conditions. By doing this, you make condition builds that relies a lot on bleedings like warriors and Rangers useless sinds those are cleared every couple of seconds and nullify the intensity for a while drasticaly reducing the DPS of those builds for your teammates and on top of that, it is a combo field!

While on the other hand you have signet of stamina wich only purge once every condition but at the cost of 50% stamina regen, that’s about 6 dodges you won’t be able to do during those 45sec of cooldown.

Edit : I don’t know how I did this, but I posted this part of my post on the wrong thread. New link :
https://forum-en.gw2archive.eu/forum/professions/warrior/Rifle-warrior-solo/first#post1893255

(edited by Ambrecombe.4398)

New Races in the future?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Like it was said above, I think Tengus are a pretty safe guess for the next available race in the game. Their capital city is next to the Caledon Forest (Sylvari starting area) and are the most sentient humanoid beeings that comme in my mind, so they make perfect sense and could easely be implented in the game without having to balance every leveling paths in game.

My second pick would be Kodans, while they do have a very different approach of life and war, they do have motivation to go after the dragons, especialy Jormag sinds their Voice got corrupted by his follower, the Harrier, during the story of Honor of the Waves. Only problem would be to define their starting area and capital city. They could maybe start at the same location as the Norns?

Proposed Turret Overcharge Changes

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I personnaly don’t have problems to overcharge my turrets at the right moment, it ask a lot of micromanadging. But Wreknar makes a point in his thread, the current mechanism feels clunky and should atleast be reworked to afford their effects instantly. By doing this turret builds would be a lot more flexible.

Two Engineer Bugs still need to be solved :

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Posted by: Ambrecombe.4398

Ambrecombe.4398

What you don’t seem to comprehend is the fact everything is already established. Realy its all about tweaking a number or two in a giant database to fix the actual issue. It takes roughly 5 minuts to find the correct data and exactly 2sec to switch the value from that data.

I’m not asking to write a new script, i’m just asking to change a couple of values to an ID, sinds turrets have two seperated ID depending if it is deployable or not. And I also ask them to make a bridge with one of those ID to repair a broken link between an utility and a trait, if that link ever existed.

I’m not a real dev, I didn’t got any formation like the people from A-net, but I link maps, pictures and informations from streets and buildings between 3 freaking tooltables, it’s my job. So whenever you use one of those streets ID you get acces to every information about a building including personnal informations, infractions, permissions, … Most difficult thing is to create the tools you use to create links between your tables, but when this is done all you have to do is create new links with that exactly same tool wich can be compared to that game where you find the two same pictures but with a lot more of variables.

All you realy do after that is find wich data is related to what and you change a couple of numbers unless you want to create a whole new effect, like they did for the kit refinement for instance, there for you have to create a whole bunch of scripts wich later will be established with a couple of links in your tooltable.

(edited by Ambrecombe.4398)

Two Engineer Bugs still need to be solved :

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

Could a dev please take 15 minuts of his time and fix those following issues?

- Elite Suplies trait isn’t increasing the range from the Mortar elite utility. It doesn’t work sinds the game was released and it was repported back during the beta and in a lot of bug repports back then.

- Flame Turret utility cooldown is increased to its old value (40sec instead of 25sec) when used with Deployable Turret trait. The Rocket turret bug got solved an hour after I made my first post about this issue, why wasn’t the Flame Turret corrected as well during the process?

I know it isn’t easy to track everything on the forums and some bugs requiere more attention than others. But realy, is it so hard or does it take long to adjust the cooldown or the range from a simple variable?

Thank you to take this thread into consideration!

(edited by Ambrecombe.4398)

Berserker > everything else

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

I have tested two play styles, I have a Condition Warrior with a full Rampager set and a Turret Engineer with a mix of Rabid/Apothecary set.

While yes it is possible to do any content with a full glasscanon build, I saw something very particular, I was always able to be the last guy alive when I was playing with my Warrior. It is funny, because monsters weren’t realy paying attention to me while I was dishing out tons of damage. All I had to do was to watch out boss animations and dodge whenever I needed.

While on the other side of the fence, when I was playing with my Engineer, it was a whole different story. I could survive very well a lot of encounters, give a bit of support for my team and myself, but I also drew a lot more attention (wich is needed if I want my turrets to stay alive). During those fights a lot of my teammates surviability (playing glasscanon builds) was related to the fact I was kiting ennemies a lot, blinding them with smoke fields and stunning or immobilising them when needed. Able to soak up more damage also helped a lot when fighting veterants and champion NPCs and I see a very big difference whenever I go down and they need to stay alive on their own. It usualy don’t end well.

I heard a lot of “playing Zerker is more challenging, bla bla stuff”, to be truth, it isn’t. Yeah you surely are more fragile, but if you have any decent guy playing with toughness in your team it just get bland and boring and all you realy have to do is dodging away instant gib attacks and watch out for AoE. While that other guy with toughness has to do a lot more like checking multiple ennemies attack, check his cooldown and micro manadging his health while checking everything else people already have to do.

There is also an issue with people exploiting every single dongeons in this game. Everytime I do one of those instances, someone has to bypass some obstacle in some way or us an exploit to avoid a specific power or adds from a boss supposed to make the fight more “interesting”. I would love to see how well you zerkers would do if all those exploits were removed from the game. Would full zerkers team still do well? I’m not so sure about that depending on the fights… Would it still be possible, yes but it would requiere a lot more support utilities like reflects, blocks and all that kind of stuff.

(edited by Ambrecombe.4398)

Automated medical response/inertial converter

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Posted by: Ambrecombe.4398

Ambrecombe.4398


This can be handy since that overcharge is a full condition cleanse, all other condition removals remove one stack only… this one removes all.
So with this trait, and turret already overcharged, you get a second full cleanse. Can be golden in certain fights…

The tooltip is wrong, cleansing wave only removes 2 conditions from each ally in the area (max 5 target), and it isn’t as good as you may think sinds you have to wait the end of your turret attack cycle to get its actual effect. Most of the time conditions will burn trough your health before it even start cleansing. If you play with that turret, you should always instantly pick it up to reduce its cooldown or burst it in its water field 1sec later to get an extra area heal. It is also way more reliable if you deploy your turret and instantly use your cleansing wave to have total control over it.

If I use the turret, I explode it.
Just mentioning it’s possible use on resetting the overcharge at 25%
My guess is that this is at best a pve thing… not really reliable in pvp.
As I mentioned: common practice is to explode, or overcharge and explode very soon after

I usualy pick my healing turret up when I overcharge it because the Cleansing Wave isn’t consider as a Water Field. But the rest of the time, I blow it up to get some extra healing for me and my team. I think it is the way to go, leaving your healing turret up only leaves you exposed to burst with no ways to heal yourself when you need health

And we got anyways the second healing turret from supply drop that helps out to stack up some regen when things goes south.

But I just wanted to mention earlier in my post that the tooltip is incorrect, it state that it removes all conditions while it only removes 2 conditions. There are so much things A-net still needs to fix for the Engineer class., like the new deployable turret cooldown bug, and elite supplies that aren’t completely working sinds the game release.

I realy hope they will once seriously take their time on the profession and not come by on the forums like Tyler and say some randomness about KR use in PvP when a post is about turrets. The profession needs attention more than ever to get a variety of build on par with HgH specs.

Automated medical response/inertial converter

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398


This can be handy since that overcharge is a full condition cleanse, all other condition removals remove one stack only… this one removes all.
So with this trait, and turret already overcharged, you get a second full cleanse. Can be golden in certain fights…

The tooltip is wrong, cleansing wave only removes 2 conditions from each ally in the area (max 5 target), and it isn’t as good as you may think sinds you have to wait the end of your turret attack cycle to get its actual effect. Most of the time conditions will burn trough your health before it even start cleansing. If you play with that turret, you should always instantly pick it up to reduce its cooldown or burst it in its water field 1sec later to get an extra area heal. It is also way more reliable if you deploy your turret and instantly use your cleansing wave to have total control over it.

(edited by Ambrecombe.4398)

Leveling up with turrets

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Leveling up a turret Engineer is totaly viable,

I went from lvl 1 to lvl 80 with the same build wich is 0/30/30/0/10, wich seems kind of a noob build sinds I don’t get the Burning proc on crits in the “Explosives” traitline, and I use a shield instead of a offhand pistol but I play with both Rocket and Flame Turret to compensate and it works perfectly in PVE.

There are realy 2 ways to build a turret build, you can go for a durable setup by going deep in the “Invention” traitline to get extra resistance to damage, turret regen and turret extra dmg and range. Toughness is a favored stat for that kind of build sinds it will help you out taking aggro off your turrets and this way help your turrets survive.

or

You can go for a more expendable build where you use turrets and their side effects to blow and push back ennemies when they get destroyed in the “Explosives” traitline. In this kind of build you rather want to use a gearset without toughness sinds you want turrets to hold aggro so they can trigger their explosion. Turrets will take some attacks instead of you and also offer extra crowd control when they die granting extra time to “burst” down your target.

I usualy find mixing both to be a bad choice because one setup makes the other less effective (Frequency >< Durability).

For the weapon, everything depends to your play style but I’ll would only say that if you go for a power build I would rather use a riffle and turrets without any condition damage, like Thumper, Riffle, Net or Rocket (is also viable).

If you go for condition damage to max out the damage output of your turrets, I would go for Riffle, Net, Rocket or Flame.

Net Turret beeing the priotity sinds it will root a target every 10sec (12sec +_ realy) for 3sec and with the right trait it can even snare for 10sec on every shots.

Also consider taking the “Deployable Turret” trait in the “Tools” traitline. It maybe makes the gameplay more difficult, even impossible if you are a mouseclicker, but it offers a level of versatility and strategy when putting your turrets down that will drasticaly improve their surviability when in the hands of a good player.

And do not hesitate to change turrets between fights depending on the situation, each turrets counter specific ennemy types.

We were supposed to be GODS!

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

Uh, where do you specify your lvl in your post exactly? I quoted everything so you couldn’t edit anything.

Edit : Ok thx Pandemoniac for showing me the stuff.

(edited by Ambrecombe.4398)

We were supposed to be GODS!

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

Sorry but is this a troll post?

He simply attacks an ennemy in an area where he scales up to lvl 71. Check the pet and you will see his current lvl, wich he curiously hide in the video, I wonder why? -_-

Those spiders were only between lvl 62-63 that difference only makes his pet hit hard.

And yes people, those lvls are the reason why he hits so hard, there is some kind of multiplicative damage added whenever yourself (or foes) are lower lvl. Thats why you can hit over 200K dmg on critters or get OS whenever you fight in an area you aren’t supposed to explore at lower lvls.

(edited by Ambrecombe.4398)

The age of the engineer?!?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I wen’t from a Warrior (NO! not mighty greatsword Berseker!) Riffle/Swords x2 to a full turret engineer a couple of months ago.

While I liked my Warrior, a lot, he was unfortunatly too fragile in combat, not that he couldn’t withstand powerfull hits, but had instead a terrible recovery rate that made him very impractical in explorable dongeons. I also disliked the fact he had very poor utilities in group unless you went full in the the Tactics traitline with shouts or banners.

So I went for an engy, because I like turrets, and I just can’t play my warrior anymore, because let’s be clear, it is just boring to play in group. Now I have some great utilities, controls while also beeing more surviable. Ok, it is probably not as effective as an elementalist or a guardian, but it has its own twist that makes this class enjoyable to play. My biggest issue commes probably from the fact I don’t want to play with kits and I find the pistol/shield rather soft when it commes to DPS, that’s why my turrets are helping out with the burning! (s)_(s)

Exploit : Mesmer Vortex

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Fool you once shame on you! Fool you twice…well you know where that’s going.

Can you take a screenie and post it here so I can take my mesmer there?

The first one we actualy didn’t saw the two invaders so when we got randomly pulled we didn’t knew what happend.

So when we went back we just looked what those people were doing, and they were camping on a spot waiting to pull invaders. So thats the moment when I noticed what those two were up to.

I personnaly consider it as an exploit sinds there was no way those people could target us, neither did us.

I unfortunatly forgot to take a screen and right now I’m trying to get back in WvW sinds my game crashed.

Exploit : Mesmer Vortex

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi,

I was doing WvW with a small group of people today, getting across the mountain, and we all got sucked down in a pit. So we went back to the same path trying to figure out what happend and we saw a mesmer applying his ethereal wall on the cliff and sucked us again down in the pit.
- We were at least 1600 units away from him.
- He had no line of sight on us.

But still, he manadged to pull us all down the cliff and killed 5 of us including myself because he could put his wall inside the mountain and pull us trough the floor. Can someone please fix that skill so that it doesn’t pull you when it is not supposed to?

Thank you very much!

First Engin..how viable is...

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Posted by: Ambrecombe.4398

Ambrecombe.4398

If your like to support your team, the elixir gun is made for you, it has acces ton interesting conditions like weakness and skill 3 is great at removing conditions from your allies in front of you.

Tpvp Turret Engineer (videos)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Sorry to interupt this conversation, i’m taking the opportunity to post sinds you have the kindness to answer a lot of questions.

Do you consider at some point to make turrets overcharge instant abilities? Right now the mechanism feels a bit clunky because you will have to wait the end of your turret attack cycle to get its intended effect.

Bigest issue for me are with Cleansing Wave (healing) and Shockwave (thumper) when you need a quick way to save yourself. It would also be nice to be able to use the Smokescreen (flame) without the need to have a target in the turret range, allowing the engineer to have acces to a smoke screen without the need to attack someone.

My sugestion would be to tie off every overcharge abilities from their attack cycle and make them instant abilities, and for all single target turrets (net, riffle, rocket) make their overcharge have a seperated attack cycle and shoot the target you selected when using the overcharge giving better control to engineer when he is facing multiple opponents and keeping the same amount of shots whenever he uses his overcharge abilities.

Also could you check flame turret cooldown with deployable turrets trait, the cooldown is still at 40sec.

Thank you very much!

(edited by Ambrecombe.4398)

Grumpy Engineers?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I realy don’t get it, I play an Engineer only with turrets and I can’t understand why people are constantly whining about turrets fragility. I can keep them up in instances most of the time, i’m not saying it is easy, but it realy depends to how you are positioning your turrets, and thats why any real turret engy should always take deployable turrets to help positioning those in strategical areas.

Yes turrets have long cooldowns, they are also vulnerable, but heck they are extra control and dps during an almost constant cycle. Every hits they are taking are hits your team won’t have to suffer unless it is an AoE. And be honest, the only reasons you will see your turrets getting destroyed are :
1) Because you went full glasscannon, and can’t grab aggro without toughness.
2) Because you put your turrets packed together and they get hit by cleaves or AoE.
3) Because you stay in front or next to them the whole fight!
4) Because you don’t use deployable turrets trait.

Yes A-net needs to fix some of the stuff related with turrets, but it has nothing to do with damage, resistance or control (they do those things pretty well in theory). But their clunky overcharge mechanism aren’t balanced around the fast paced combat of this game. You don’t need a purge after 4sec when you are burning and bleeding to your death. You don’t need a Shockwave 3sec after you got stunned by a thief with Basilisk Venom, etc. Overcharges have the advantage to be usable while controled. Making those instant and focus your target (depending on the turret) would already solve 80% of the targeting and micromanadging wich are the core issues related to turrets.

So please stop complaining about that “kitten” surviability because it is not the real issue!

(edited by Ambrecombe.4398)

The races of GW2 -- Elves, dummies!

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Charr were very much a race in GW1 (right from the first area in the first game) and have the longest history in this game. Asurans and Norns were added much later (EoTN) and Sylvari are new to GW2.

I would doubt that Charr were ripped from WoW as GW1 and WoW came out close to the same time and GW1 was long in development, meaning the Charr were designed before the success of WoW was apparent.

Charr make sense as a playable race due to their history in the game. They are a much more intelligent race than an Ogre would be. Ogre’s are barely sentient.

All of that said, Charr is my least favourite race.

First, Ogres are not all that dumb. In my Norn storyline I went to help the ogres and they had a leader that was quite intelligent and charming. As a hero, you can be smarter than the typical ogre grunt.

Second, even if you assume the ogres are big dummies, that can be a fun role-playing thing. I remember in EQ people that played ogres would go around and be like “me look for group, me like to smash things.” It was hilarious fun.

Also, ogre females would give a chance to have a female humanoid model that doesn’t look all cutesy or sexy.

I would play as an Ogre in a second.

Why wouldn’t it be fun to roleplay with other races? They all have great personnalities and cultural designs?

I personnaly have a Charr who loves to drink alcool and claims to have invented turrets running on Whisky, yes Charr Whisky! However, he believes it wasn’t his best invention sinds his turrets often ran dry.

My friend is a pesky little Asura who claims his mind is superior to everyone in our Guild. But we both hate salads (Sylvaris) because they taste bad and aren’t enough meaty.

On the other hand there are a few like you, who just lack imagination and wants its stereotypical race from another MMOs around, sinds you feel naked without it and can’t fit yourself in another personnality.

(edited by Ambrecombe.4398)

The races of GW2 -- Elves, dummies!

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

What about Kodans as the next playable race? With the Voice recently corrupted in HotW by the Harier and Jormag probably beeing the next target on the list, it could make perfect sense to add them in the alliance against the dragons.

Or maybe Tengus, their gates are still closen and one of them is next to the Sylvari starting area, making perfect sense for a new playable race. But something should motivate them to start the alliance with the other races of Tyria.

'Accelerant-packed turrets' baseline?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Yup turrets indeed have their new effects, like extra dmg, effect, health, etc. But there is only a bug with Flame Turret wich gets its CD back to 40sec instead of 25sec.

Gw2 soundtrack same as Kotor 1 ?

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yup I noticed the same about some of the soundtracks used in the game
GW2 manifesto = Morrowind
Black Citadel = Neverwinter Nights
They are not exactly the same melody and they don’t have the same rythm but they all use the same cord progression, making them very familiar.

(edited by Ambrecombe.4398)

Better Engineer Downed Skills

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Posted by: Ambrecombe.4398

Ambrecombe.4398

The idea of the Wire and the bomb is like you told “Come here enemy!… Now go away enemy”, The point is to bounce your ennemies around while they try to kill you and thats why those 2 skills are pretty good together. While yes you don’t specificaly want to pull a player to you because he can stomp you, it can still serve as a knock and give you enough time for an ally to comme and help you while you prepare yourself with the good old bomb.

If there is one thing that should change it is the way “Throw Junk” works, this skill deals no damage compared to other classes down skills and can’t be relied on for condition damage sinds its bleeding effect is totaly random.

Now lets go to your idea, you want to replace skill 2 with a random utility, how is this going to help us survive for PVP? The point of skill 2 is to have a quick interupt or movement skill that helps you around when a player tries to stomp you, if you don’t have that you will always die, your healing circle or stealth isn’t going to help you out. It would be smarter to put it as the 3th skill and replace the wire with the “Boom Time” so that the engineer would be more on par with the other classes when it commes to down state in PVE.

But again, I don’t like the idea of a random effect wich I can’t always rely on when i’m down and need to save my but.

Flame Turret vs Rocket Turret

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I think both are viable, while yes Flame Turret has to fight in more dangerous quarters it has the advantage to be a 2sec burn 60° blast AoE every 3sec and grant a smoke screen wich can be detonated to grant stealth to you and allies or blind nearby foes. I believe both compliment each other very well and by using tactical positioning with the “deployable turrets” trait it can allow you to stack burning without the need of a secondary pistol or 10 points in Explosive traitline.

It won’t be as safe as droping a Riffle turret far away from your ennemies, but you will have a greater team utility and AoE damage potential by using that turret, just wait the deployable cooldown fix and this skill will be totaly worth 1 of your utility slots.

So.... turrets got a buff! Lets get tinkering

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I don’t think Turrets are useless like some people are saying, but yeah, they certainly aren’t as much performant as an Alchemy HGH build. But again, they do have one particulary good advantage and it is called crowd control.

People always underestimate the capability from those turrets to shut down ennemies. I personnaly play with the Net, Flamer and Rocket Turrets and it works pretty “kitten” well. You can stack burning without any extra condition duration, you get a free root and snare every 13sec +- (it should be 10, but the cycle is not working correctly), and I can overcharge my skills to blind, knockdown and stun even when I’m knocked. Or even hide in plain sight if I use a combo explosion in my smoke screen.

I think a lot of people don’t understand how to play a turret engineer because they don’t take advantage from the two most important abilities to keep the turrets alive, those advantages are:

1) Positioning! While turrets are vulnerable to AoE attacks, it is very important to set them in an area safe from AoE, don’t spawn them next to you because if you do so they will take damage from cleaves and AoE resulting in almost an instant death. Deployable turret is a godlike ability when you know when and where to throw down your turrets.

2) Toughness! There is a reason why the Invention tree is increasing your toughness. Higher toughness means you get more frequently the aggro from ennemies NPC resulting in your turrets beeing safe most of the time. I play my Engineer Pistol/Shield with a Mix of Rabid/Apothicary set and my turrets are rarely dieing because I generate so much aggro ennemies won’t take the time to get rid of them.

Now I’m not saying turrets are perfect, I also believe some mechanics are flawed, like Spacecowboy told us above, the cooldown shouldn’t start when the turret is destroyed. Also the overcharge from Cleansing Wave, Shockwave and Smokescreen should be instant, there is no reason to have to wait sometimes more than 3sec to cure your conditions or protect yourself from ennemies with knockback AoE when things go south. Those 3sec delay defines most of time if you die or survive.

So yes, the turret patch did some upgrades but none of those realy matters because turrets core mechanism is still broken.

(edited by Ambrecombe.4398)

Bug : Engineer Traits (Inv IX/Tool V)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Edit : Rocket Turret back to 50sec with “Deployable turrets” trait.

Bug : Engineer Traits (Inv IX/Tool V)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

1) “Deployable Turrets” trait increase your turrets cooldowns back to the values from the previous patch

Riffle Turret : 20sec – stays 20sec.
Net Turret : 30sec – stays 30sec.
Thumper Turret : 50sec – stays 50sec.
Flamer Turret : 25sec – becomes 40sec.
Rocket Turret : 50sec – fixed.

2) “Elite Supplies” trait still doesn’t increase Mortar attack range.

Can someone look at this?

(edited by Ambrecombe.4398)

Engineer patch notes:

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Overall those are some good changes for turrets, but I don’t get the point to add a 5Min duration to those? So now if I fight more than 5min during an event in Orr i’m gonna loose my rocket turret for 50sec and I can’t keep my turrets up in keeps (WvW) without showing to everyone where I threw it. It is realy an unnecessary change.

Also they still haven’t fixed some of the clunky turrets overcharge abilities, you still have to wait the turrets attack cycle to get their special effects, I realy hoped they would turn Cleansing Wave, Shockwave and Smoke Screen instant too, but it seems A-net only concerns are numbers and not broken powers.

Why are turrets being buffed?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I think it could be interesting to tie your turrets attacks up when using “Ctrl + T” to focus an ennemy. This could immensely help any Turret Engineer builds, but this would also probably create a new issue in teams using team targeting.

Why are turrets being buffed?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Hey,

I currently play a turret Engineer 0/30/30/0/10 mostly with Net Turret, Flame Turret and Rocket Turret with a mix of Rabid/Apothicary and Undead Runes. And I have a lot of fun with it. While yes my personnal damage output with my Pistol/Shield is pretty low I can dish out some very nice AoE burning damage with my turrets and I get tons of controls with those.

I also play Charr, so I get the Charrzooka and my god, using the Flame Turret with this elite is devastating in PVE. Just use your smokescreen, use skill 4 to stun ennemies, leaping backward while stealthed, than unleash hellfire with skill 5 while they all try, blindly, to hit your Turret for a devastating synergy.

I think toughness is also a very important asset for a turret build, sinds it helps the Engineer to grab aggro and keep your turrets alive, also deploying turret is a must have. It is harder to play with that talent but when you are fighting big ennemies with nasty AoE it gives you the ability to tacticaly set your turret to safer areas while you are getting shot by the boss.

For condition removal I am pretty limited so I took a signet of Generosity on my main weapon to send back most of those pesky side effects back to my attackers. The cool things about it are the facts it scales with my own condition damage and it won’t occure if you don’t have any condition on you, so the first condition is almost always garanteed to be send back to your foe. And that only on a 10sec cooldown.

So yes maybe Turrets aren’t so OP compared to its Alchemy counterpart but to me, in my honest oppinion, it is the most tactical and fun build to play.

(edited by Ambrecombe.4398)

Turrets are getting buffed.

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I think Anet should focus on the way Turrets currently work, the overcharges are very clunky right now, while some of them are powerfull it is just anoying to have to wait for the attack cycle of your turrets when you play a game based on the players reactivity.

Make Healing Turret – Cleansing Wave instant, I can’t coun’t the number of times I lost more than 1/2 of my health from conditions because I had to wait for my turret to respond.
Make Flamer Turret – Smoke Screen instant too, this gives more versatility and better support for your team when your Flamer Turret isn’t at range of a target to tigger the Smoke radius.
Same goes for the Thumper Turret – Earthshake needs to trigger instantly, because when your engineer is stunned by nearby ennemies he can’t always wait 3sec for a knockback.
By making those 3 skills instant you already greatly improve the turrets effectiveness without even creating balancing issues sinds the overcharge skills are exactly the same as before but only more responsive.

For the other Turrets overcharge abilities I would rather go for a longer duration buff but with instead a limited Overcharge uses (a bit like the Ranger Sharpening Stone). By doing that you will always be sure to have the exact same number of shots, whenever you use this ability and you will put an end to that horrible internal cooldown turret micromanadging.

Anet - I cried today!

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Well I was hoping they would replace our current riffle turret with this one, sinds it is the one presented by the Engineer artwork.