There’s ‘random’ in that it’s hard to guess what they’re going to do (or are capable of doing), and then there’s ‘randomly-generated numbers,’ where even the person using the skill doesn’t really know what it’s going to do.
Pretty much the only ‘random’ thing we really have, as far as I can tell, are the elixirs that use RNG, anyway, and a pack of kittenes for animators, who thought it would be a good idea to implement a self-stun on a stunbreaker.
Both.
Both what? We embody both?
I’d actually have to disagree.
See, we might have sort of pseudorandom as flavor, given that we have such disparate sets of skills, and one of our skillsets includes a disproportionate amount of RNG, but I’d call Staff Mesmer the embodiment of randomized gameplay, with four of its weapon skills (#1, #2, #4 and #5) all whipping out randomized boons and conditions. We have ‘Mad Scientist,’ they have ‘everything we do with this stick is random.’
Mesmers, in my experience, are far more chaotic to fight than we are, besides, and chaos is the result of randomness, isn’t it?
There’s ‘random’ in that it’s hard to guess what they’re going to do (or are capable of doing), and then there’s ‘randomly-generated numbers,’ where even the person using the skill doesn’t really know what it’s going to do.
Pretty much the only ‘random’ thing we really have, as far as I can tell, are the elixirs that use RNG, anyway, and a pack of kittenes for animators, who thought it would be a good idea to implement a self-stun on a stunbreaker.
Ugh, a whole skillset based around RNG? The very thought makes me a little queasy.
I’ll just put this here:
New Weapon: Hammer “made for the gadget enthusiast, this hammer comes installed with a spring loaded boxing glove, a rocket propelled guidance system for throwing, a magnetic flux inverter to reflect projectiles, a hidden compartment for a swiftness granting elixir that cures movement conditions, and a devastating skill chain that inflicts weakness on foes with the first two swipes and grants retaliation on the final blow.”
Where is that from?
He mentioned earlier (maybe in another thread?) that he was pulling it out of his kitten . Not a bad idea, though.
If it spells a word, then it is an acrostic not an acronym.
Id like to see turrets fixed before we get another round of broken skills.
1: Acrostics are those things where a word’s written vertically, and then each letter in it is used as the start letter of a phrase or sentence. Acronyms are shortenings of sequences of words to make them into something easier to say (for example, SHIELD and JARVIS both are acronyms from the Marvel universe).
2: Yeah, it would be pretty nice to get turrets actually fixed, but Anet doesn’t really listen to us unless we get their attention and start doing 10,000 shot tests. Nothing posted in this thread is likely to make a difference, and they’re not seeming likely to really fix the issues afflicting Turrets to begin with. They haven’t done anything to address the bad parts of Turrets for a while, after all.
80 Engineer – 507 Deaths, 671 Hours.
Oh man, I would love to have some Genius-Operated Living Enchanted Manifestations (GOLEMs, for people who don’t make acronyms; it’s what the word stands for in-world, regardless of the word’s Hebrew origins, as there’s presumably no Hebrews in Tyria to come up with the word themselves).
Suit-style or automated, they’d be a great addition to the Engineer’s skillset, I think – there’d be some concern about overlap with Turrets and the Asura Racial Skills, though. They’d have to pull some crazy stuff to differentiate them.
I’d definitely be far more interested in a new category of skills than I would be in more Kits or Elixirs, at the very least.
Currently, I’m thinking that maybe a set of skills based on the concept of signet-like technological effects would be interesting; basically like Iron Man, except, well, probably invisible because that’d get awkward.
Here’s some I came up with a while back. I didn’t bother coming up with a lot of more nitfiddly balance bits, though.
1: Build And Break – Chain skill; first attack grants a stack of Might, second grants a stack of Fury, last attack inflicts Vulnerability.
2: Rocket Slam – Bring the Hammer down, rocket-assisted. Melee AoE, inflicts Burning.
3: Elixir Strike – Throw an Elixir bottle into the air before sending it flying with your hammer. Inflicts Poison and Cripple to all foes in a line.
4: Either: Drop a net capsule and smakitten with the hammer to damage and Immobilize enemies around you, OR throw it in front of you, smashing it with a sidelong swing to damage the nearest enemies while immobilizing enemies in a cone AoE. Not sure which I like better, so pick one.
5: Build That Wall – Bring up a ground-cast wall similar to Ring of Warding (can’t be passed through by enemies).
Edit: Also, the Hammer is easy to come up with Engineer uses for. In fact, most weapons aren’t difficult – the toughies, in my opinion, are Greatsword, Staff, Scepter and Focus. What the hell are we going to do with those?
(edited by Anymras.5729)
…you know, somehow I hadn’t noticed the every weapon part. I kinda zeroed in on ‘Engineer plus Hammer? Check.’
That’s…that’s insane. Holy crap. I don’t even know what kind of reaction to have to that besides just kind of bluescreening.
…on a sidenote, why is hard tripping the kitten filter? It’s the antithesis of soft.
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Now that I’ve gotten the 1st-place finish achievement, and the Quartz node as well, I only ‘race’ for the rewards at the end. As such, I typically just lackadaisy along toward the back of the group, only using powers when it’s necessary.
I still end up in 6th or 7th place pretty regularly. I’ve even taken 4th like this, somehow, and if I get so much as a passing fancy to get into the lead, I can still manage to place, simply because people fall all the time.
Come to think of it, pretty sure I was running with Meriem for a while – she’s no slouch, usually doing fairly well, as I recall.
As for Fake Powerups? The issues with them, I think, are mostly that they’ve got a huge trigger radius. I can generally identify them, having run plenty of races, but the areas they’re most commonly placed in are narrow enough that they seem to trigger no matter where you go – or they’re in bottlenecks. Point being, they’re less often placed to surprise the unwary and more often placed to bite the next person along.
You know what? Let’s just make up our own bloody alphabet, with designated letters for hard and soft pronunciations of consonants, and separate ones for these dipthong bullkittens, and proceed to just spell things how they sound. If enough of us do it, it might not look stupid.
I’m pretty happy that Celestial gear is now a thing. I think it’ll open up some surprising builds and create a bit more flexibility – I certainly intend to equip my main with it.
However: I don’t think Quartz as a resource is handled well (the time-gating is silly, for example), and I particularly despise the account-bound-on-making crap. It prevents cooperation with guildmates in so much as making any of the gear, even – I want to get a Celestial Shield, but none of my characters have 400 Weaponsmithing. Can I send my guildmates the materials and have them make it? No. I have to train a level 18 character from 60-odd Weaponsmithing up to 400 just so they can make the shield for the character I actually want it for. This is stupid, but I’ll bloody do it.
They’ll probably be responded to about six months down the line with “Nah, it’s working, script looks fine.”
On another note: Now it’s spread to other GW2 content, and other players are commenting on it. Wonder what’s going on?
I’ve noticed some serious lag issues present in Sanctum Sprint that are not present anywhere else. Not in other games I play, not even in non-Sprint GW2 content.
Is anybody else having this issue?
Having actually gotten around to watching the video sometime after I remarked on skill’s effect on performance…
It cracks me right the kitten up that the Engineer was the only one to capture the point.
Any class can be ridiculous if you know how to use it to its fullest extent.
Probably to keep a small segment of people from utterly unbalancing the game economy by pumping out Celestial armor sets for whatever price they felt amusing.
Here’s the logic:
The Quartz nodes in the Living Story won’t last forever – as far as I can tell, they’ll stop being a thing when the Living Story moves on from the Zephyr Sanctum.
When the Home nodes become the only supply, Quartz will skyrocket in price, as it’s suddenly limited to people who got 16 Bazaar of the Four Wind achievements – and if you don’t pay what they ask, then you’ll never get Celestial gear.
If they could sell Celestial gear, then Quartz would never reach the market – not if they realized that, with no Quartz on the market except theirs, they could be the only source of Celestial Gear, and therefore set their own prices, at the minor inconvenience of making one sale every few days.
Supply being so limited (one piece every few days from any given crafter, who’s working with, at that point, exceedingly rare materials to begin with), would pretty much guarantee the crafters massive profits.
With profits that massive, a certain contingent of people would be able to pretty much do whatever they wanted, money-wise, and it would have a ripple effect on the economy in general.
At least, that’s the theory.
As one of the people who has a home quartz node, I’m going to be selling Quartz for null value (no profit, no loss) as soon as home nodes become the only source, as long as I’m not making anything out of it or stocking the guild bank with it.
If it’s part of a kit, disregard any tags attached to it, like Elixir F or Super Elixir. Nothing will affect those. I’m not even sure why they’re tagged, aside from it possibly being intended and then the cleanup being sloppy.
I don’t think player-character heals affect the drinking game, anyway.
Every Kit working with Juggernaut is like every Kit working with Elixir-Infused Bombs – it would just end up unbalancing things.
Also, Kits get enough stuff as it is, both to promote versatility and improve function. Start with the weaker sections of the class; when everything’s up to the same level, people will use more of the currently unusual choices.
Ah, so that’s what’s going on. Didn’t realize there’d be Recipes required, beyond the Inscription and all. Thanks!
Edit: Anybody know if the Jewelry works the same way? I’m looking at the Trading Post, and I just don’t see any recipes for earrings/rings/amulets.
(edited by Anymras.5729)
So, finally, I got all the things to make a Celestial Pistol together. I make the Celestial Orichalcum Imbued Inscription, the Ancient Pistol Frame, the Orichalcum Pistol Barrel…
…and I still can’t make the Pistol itself, as the Inscription isn’t showing up in my Discovery box, nor is a recipe for the Celestial Pistol in my Production area.
Am I missing something, or is this a bug?
Me? None of the above. I main a Turret Engineer.
This was a while back – I forget what servers we were up against, so it may well have been.
I’m not sure if PvE Engineers even have a Head-Honcho-type of person. Or persons.
Or, if you do, know that you’re in for a harder time than you’ll find using just about any other spec.
IMO the other classes blast finishers are much more useful at the start of a engagement then a thieves cluster bomb. Having all your classes save/waste blast finishers anytime you need might/healing/retal is quite wasteful. Having thieves ready to blast these fields give other classes much more control over the fight.
I am not debating that a thief isn’t useful in a zerg, I think it is but it is not a strong utility zerg class. Their base mechanic (stealth) is mostly useless outside of skirmishing.
Mesmers are clearly the utility winners, but Necros condition management, Guardians everything (stability, retaliation, boon-a-palooza) and Eles pack siege capability and fantastic aura sharing are far higher on the list than the thief. Throwing a bone to the Ranger, they have the best water field in the game.
Sadly the ranger does not even get a bone because engineers have the best water field. Dat healing turret heals you more than healing spring (5040 compared to healing springs 4920) and gives half of the amount you heal to 5 other guys too (2520 hp) compared to healing spring only healing you and your pet. healing spring has a 30 sec cooldown, healing turret has a 15 sec cooldown when you pick it up .(who doesnt XD) They both give perma regen. healing spring cleanses more conditions than healing turret but you are required to stand inside the aoe to get this benefit, which brings me to my next point. the aoe range of healing springs water field is a tiny 240, you go stationary in that and you are probably dead vs zerg. Were as healing turetts aoe range is a massive 480 (double healing spring) so people can move around on the battle field and this thing will catch blast finishers all over the place and therefore gets off way way more combos. This is all before taking traits into consideration as well but i have ranted enough for one day so just to sumerise rangers get one trait that effects healing spring, engineers have a hole support healer build that is amazing in wvw. enough said. Just to say i am not dissing rangers. They have an amazing survival support build for wvw that essentualy mass cripple/ chill/ emobilizes/ roots an enemy zerg, Numerous roaming builds and just plenty to bring to the table. Sadly healing builds are not one of these things.
Well, Healing turret isn’t a water field. (unless the wiki is wrong) So that’s why healing spring is the best water field in the game.
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Healing_Spring
I main a Turret Engineer, so the Healing Turret is pretty much my go-to Heal skill.
That said, just to clear things up: It’s not a constant water field, though it does have an Overcharge (sequence skill only usable while Turret is on the field) that creates a short-term one (15-second cooldown, not sure about duration of the field) and the Toolbelt skill creates a short-term water field around the user, as well. Also, detonating the Healing Turret is popular for A) damage – Turret detonations are some of the highest direct-damage effects available to the Engineer – and
blast finishing the water field for an AoE heal.
Interesting – I’ll have to give that spec a shot.
…no pun intended.
I don’t think he’s actually on 0% health there. Look at your own HP, then imagine how that might look plastered across the screen as a bar.
As for the Round 1 bluff spot? Yeah, that’s a bug.
Doesn’t Revealed do that to begin with? It’s only 3 seconds, but that’s still pretty much what it seems like you’re talking about.
I guess the Burst thieves might not have been willing to stay visible long enough to finish their rotation, as I often run a full-Turret loadout on my Engineer, meaning I have A) high Toughness, due to the Inventions traitline, leaving me at a higher defense than they probably expect, and
several extra sources of damage (both direct and condition) around me, and Stealth thieves tend to be predictable; don’t go looking for them, they’ll find you, generally from the opposite direction of your nose, and immediately eat a Blowtorch or Static Shot to the face once they get a stab in. They have a tendency to wait until Combat Mode breaks after a few attempts, too, probably to get some skills off of cooldown, and the breaks in their attacks just gave Regeneration time to do its thing. I’m also not shy about dropping a Supply Crate if it looks like it’s going to be an attrition fight, giving me an extra Flame turret, Healing turret, and a mess of bandaids.
Main differences this shortbow user had from a stealther, to look at it from the other direction: They were hard to predict (I’d often have to look for them), which also made it difficult for a couple of my turrets to get a hit, and they were fast enough that I couldn’t land the high-damage attacks that would make them break off (due to range). They were also persistent enough in their attacks that recovering HP was more difficult than it was when dealing with a stealth thief, simply because they kept hitting me instead of resetting things. It wasn’t a fast death.
It’s useless for actually doing anything but suicide runs, is what. If it would actually help in some way (say, a bonus of some kind to stats that don’t only come into play when you manage to chip out a zergling), I might not go “Welp, Outmanned. No point trying this match.” Some parts of it make sense (the no repair costs, for one), but then others (the XP and Magic Find bonus) just seem like a consolation prize made of ‘we have no idea how to approach balancing this situation out.’
I definitely support Outnumbered actually helping. As it is now, it’s just this useless “Well, congratulations on taking out, uh, anything, really. Oop, here comes death. Good thing that respawn won’t cost you anything, huh?”
As for the idea that people will consider it punishment for having more people: If anybody thinks that’s the case, I’d really like to know exactly what they think it feels like for the people who’re outnumbered with Outnumbered currently doing as little as it does – roaming is pointless, zergs get demolished, fortification is futile, and the ‘buff’ feels more like a consolation prize.
If they still think it’s ‘punishment’ for the Outnumbered to get bonuses to help them put up a fight, they must be confusing it with having the Outnumbering side(s) be subject to a stat penalty.
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Recently, I’ve made a Thief. I don’t know what to do with them, however, as far as build goes; all I know is: I don’t like constant stealthing. I’ve played against thieves in WvW, and I’ve used Stealth (only in PvE, full disclosure, as they’re only level 7) as my new Thief, and I don’t find it particularly interesting from either side – most Thieves I’ve fought in WvW can’t kill me, constantly dip back into stealth to avoid dying, and generally just end up being boring to fight (and I can’t even imagine how annoying I must’ve been for them, since they couldn’t burst me down).
However! I do vaguely remember one Thief, probably the only one that’s actually managed to kill me (certainly the only one that had me going “Oh. Ooooh. You’re good.”): all I remember is that they were using a Shortbow, and shadowstepping or teleporting constantly. Any tips on what kind of build they might’ve been using?
Comparison of time/expense for a full set of Quartz jewelry vs Ascended Celestial gear:
Quartz Celestial: 625 Quartz, 25 Ectoplasm, 25 days.
Ascended Celestial (non-WvW vendor): 180 Laurels, 100 Ectoplasm.
Ascended Celestial (WvW vendor): 150 Laurels, 100 Ectoplasm, 750 Badges of Honor.
At 1 laurel/day, +10 every 30 of initial requirement (to simulate monthly achievements):
120 days for Ascended Celestial (non-WvW)
100 days for Ascended Celestial (WvW)
I’d suggest the Quartz as a stand-in while you save for the Ascended. It’s faster, cheaper, and weaker.
Also: When the event ends, unless they intend to add some other source of Quartz, the home node will become the only reliable source. Get as much as you can now, wait for the remaining non-Home Node supply to dry out, and sell it all.
I’ve never really been worried about the score – except if it’s a ludicrous difference like 100K points between 1st and 2nd. That tells me that there’s no point participating: If my server’s the one with the 100K advantage, it’s boring. If another server has it, they’ve probably got a stupendous numbers advantage, making it frustrating for me to do anything except roll with a horde (something I dislike doing, due to GW2’s flashy skills causing lag in huge battles, inability to tell what’s actually going on as a result of a combination of the resulting lag, flashy skills obscuring my view and the simple chaos of the situation).
Personally, what I hate about the matchups is that the server I’m on is back against the two servers it was up against for months before the matchup method revamp happened. I actually quit WvW for a while due to said matchup being so absolutely one-sided due to zergs, leading to the above situation of frustration – and it’s still Zerg City, so I’m probably done with it until a match that looks more even comes up, if it ever does.
As for what makes me get discouraged? If I see the Outnumbered ‘buff’ so much as blink on my bar, I turn around and leave. It does nothing to actually help the underdog during a fight against the kind of numbers that cause it to appear at all, just improve the rare victory a bit and remove the monetary sting of the many, inevitable, frustrating deaths to greater numbers. Doesn’t even matter if my team’s trying to hold a fortified position, with any and all siege gear lining the walls, if that apology of a buff pops up – the flesh tide will wear away our fortified beaches, and there’s not a kitten bit of strategy or skill to it, or anything strategy or skill can do against that kind of disadvantage, given the rules of the combat system. What’s the point in playing if you know you can’t win, and not due to lack of skill, even on a personal level?
Mine them to stock up
Takes 125 per item.
125/item, with one item every 5 days, at the current rate.
For a full set of weapons and armor, that’s 1000 Quartz and 40 days. Including jewelry…1625 and 65 days.
In a day or two, you should be able to look up the stats and decide whether it’ll be worth it.
Concentrated magnificence needs no height increases.
Adnul’s Critique still continues between matches, if you lose while it’s active.
It’s workable – I ran that from 5-80, pretty much. Just don’t take it into dungeons – turrets are way too fragile.
For the Firearms trait: I’d suggest Hair Trigger for faster cooldowns on your pistol skills.
If it’s +crit damage, it’s the Tools line; not a bad choice, as it’ll speed up your Toolbelt skill cooldowns a bit, especially handy with the long cooldowns on Turret Toolbelts.
Other than that, you should really take a look at the Inventions traitline – 3/5 Turret traits are in it, with the exceptions only of Accelerant-Packed and Deployable.
I’ve been trying to outdrink this cheating son of a kitten for hours. Nothing I do matters once he starts spamming his Critique – the game turns from Belcher’s Bluff to Belcher’s Death By Booze. I notice that he also seems to recover far more health with his Water than should happen, going by the information that’s available in the tooltips. Up until I got to this guy, I found the minigame amusing…but this kittener is way too hard to be fun to deal with. It’s amazing, really – a drinking game has been turned into an exercise in frustration. Is this supposed to simulate drinking yourself to death?
I get that, as NPCs, they’re probably going to have advantages that players don’t – but can those advantages be limited to “Is able to use Signature Move more than once per match, with a cooldown?”
(edited by Anymras.5729)
It happened with the Dragon Hologram projectors and the Wintersday gift boxes, so I imagine it’s intentional.
I might go for a set of this type of gear for one of my characters (I do already have a Celestial amulet thing from laurels…), simply because it would mean having a solid base for any build.
…A damage skill fact on Detonate Turret skills? Ten months into the game?
Why the kitten has this taken so long?
Edit:
And it’s not even implemented properly. The Healing Turret doesn’t get the damage fact, despite being just as capable of dealing said damage. Good freakin’ job.
(edited by Anymras.5729)
While using the Healing Turret’s Cleansing Burst to clear the Poison condition inflicted by the halitosis of the Marsh Drakes of Metrica Province, in order to get the Condition Remover achievement, I noticed that, despite the condition being well and truly cleared, several times, it never counted toward the goal.
Similarly, now that I think back on it, I ran into an issue with Accelerant-Packed Turrets and Skill Interrupter, where Detonate wouldn’t contribute to the Skills Interrupted count.
My apologies for the potentially misleading title; the word ‘some’ made the title too long.
Welp, another issue with Turrets, this time involving the Achievements – effects like using Detonate to Interrupt skills or the Cleansing Burst to clear conditions simply don’t count, as far as the Achievements are concerned.
…okay, I’ll straight-out admit that I’m a little confused as to what your goal is with this one.
Do you mean: Each Turret’s Overcharge is replaced by a Control Panel, which switches our Weapon Skills to control skills for the Turret, so each can be micromanaged? I think that’s what you’re saying.
I’m going to proceed assuming I’m correct. So far, I…hum. I actually don’t think this is a bad idea, though the individual skills of each turret may need refined.
The Mortar application seems like it’s probably too complex, however.
