Showing Posts For Anymras.5729:

Minefield Broken.

in Engineer

Posted by: Anymras.5729

Anymras.5729

I do usually detonate it straight-off (unless I’m planning some kind of trap, which is…pretty rare). Problem is…sometimes it lands on somebody, due to the unpredictable spread, and then it’s locked up until the mines vanish on their own.

Regardless of the ‘proper’ usage of it, the kitten thing’s bugged, period.

20/0/20/30/0 build

in Engineer

Posted by: Anymras.5729

Anymras.5729

That would be…interestingly chaotic.

Engineer still 'least played'?

in Engineer

Posted by: Anymras.5729

Anymras.5729

I’ve seen some Human Engineers, but I don’t recall any Norns.

[BUG] Right Click attack and target

in Bugs: Game, Forum, Website

Posted by: Anymras.5729

Anymras.5729

I am not trying to be a keyboard hero. If u want to leave, just leave, no need to make such a big deal of it like “I am uninstalling, I spent over 4k in game,blah blah blah…” Sorry, while I understand your frustrated about bugs and some others thing, since Gw2 is not a fee to play MMO, you can leave anytime you like, come back anytime you wish. Just because your opinion or whatever bugs you are talking about were not get attention of the Devs,so you kitten over it??? Say stuff like “I will be missed over time just because i spent 4k on the games” simply show your thinking as in " I spent a lot of money,so I am the King…" “Be a player,don’t be a quitter or a hater”

Thing is, my man, I want to love this game. The only reason I point out my expenditure is the simple truth that if they lose all the players like me, they’re sunk.

As an individual, my contribution earns me nothing, I’m well aware of this. They have alienated at least 600 customers, to my certain knowledge. These are people who have been paying customers for the best part of a decade. These are people who will never spend a dime on an Anet product again.

I’m not quite at that level, but I’ve certainly lost any incentive I had to continue to fund something where the voice of the consumer is ignored. The thread I mentioned earlier has more than 16000 views. This is, for many, a game breaking issue, and it’s gone unresolved for months. Finally, a bug happened with an update that partially fixed the issue. Think about the irony here – a bug fixed a game-breaking issue that has been ignored by the devs for at least 9 months.

Now we have a dev promising to re-instate the bug.

The only reason I posted here (other than no little outrage that they’re this blind) is to push home, in a thread I can be reasonably certain a dev may look at, how dissapointed many of us are over the complete refusal to acknowledge outstanding bugs that have been in the game since Beta.

Anywho, carry on

Stale

This is, likewise, the reason I, at least, haven’t put a single penny into buying Gems – they don’t fix the problems that’ve existed or seem to know they exist unless they’re posted about in the sPvP boards.

I fully expect this post to be removed; I just hope that whoever does the removing mentions the points made to people who can do something about it.

Mine Field Bugged

in Bugs: Game, Forum, Website

Posted by: Anymras.5729

Anymras.5729

I doubt this will get read, but the Toolbelt skill of the Throw Mine ability doesn’t function properly since the patch.
What I mean by this is:

  1. It does not detonate when walked over by an enemy.
  2. The cooldown resets to the full, base cooldown when walked over at all.
  3. The screen shakes for whoever’s walking over the Mine Field.

20/0/20/30/0 build

in Engineer

Posted by: Anymras.5729

Anymras.5729

With maxed Inventions and the Toughness-to-Power conversion trait, you can get a total of 45 Power from the whole traitline; 30 from Healing, 15 from Toughness. It’s not a particularly effective conversion, but I’ve found it handy.

Engineer still 'least played'?

in Engineer

Posted by: Anymras.5729

Anymras.5729

According to GW2census.com, the Engineer is the least made class. Whether it’s least played or not, hell if I know.

Fix Scope or remove it

in Engineer

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Anymras.5729

Did that 10,000 shot test ever get finished, or did it get abandoned due to holy kitten so much time expenditure why are we the ones doing this shouldn’t Anet test their own kitten godkitten ?

Ultima Glue Bomb

in Engineer

Posted by: Anymras.5729

Anymras.5729

Of course, they’re also the ones most likely to get a hotfix – which is a shame, since the last hotfix broke Necromancer abilities somehow.

Ultima Glue Bomb

in Engineer

Posted by: Anymras.5729

Anymras.5729

Devs have ventured here a few times. Once was to tell us that HGH was getting a buff.

Matter of fact, I think that was the last time.

Minefield Broken.

in Engineer

Posted by: Anymras.5729

Anymras.5729

It also does this weird thing where it shakes screens.

Ultima Glue Bomb

in Engineer

Posted by: Anymras.5729

Anymras.5729

They won’t notice until somebody posts about it in the PvP boards, don’t worry. I give it a day or two.

Canach quest buggy for me. Anybody else?

in Last Stand at Southsun

Posted by: Anymras.5729

Anymras.5729

Welp, as long as it ain’t just me, I’m done bothering with Living Story stuff – I’m asleep when it, functioning properly, hits, and by the time I wake up, it’s broken.

Canach quest buggy for me. Anybody else?

in Last Stand at Southsun

Posted by: Anymras.5729

Anymras.5729

It took me six tries to finish the Canach quest. Why? Because he could, for reasons unknown, simply walk over mines that could take me up to three applications of the Mine Detector to even turn to my side – or the mine, glowing green, would simply blow up on me instead, and that’s without a single message about him rearming the mines.

Anybody else having these problems? I’m done bothering with Living Story quests either way, but I’d be interested in knowing if these problems are something only myself and my girlfriend are encountering – she apparently has done it on all of her characters, including a Level 2 Mesmer, and says it was working fine an hour ago, but now she’s having the same problems I was.

Heavy Up the Engineer (Yes, another one)

in Engineer

Posted by: Anymras.5729

Anymras.5729

Short version: I would like more defense.
Long version: I would like more defense. At least a couple of our traits would become more viable (for example, the one with a damage boost as long as Endurance is full and Scope, if they ever get it working and give it some oomph) due to increased durability, and it’d help surviving those times when everything decides it absolutely needs to kill me, screw everybody else. Happens annoyingly often, though not as much as it used to.

A ) Yeah, and? It’s not exactly an unpopular opinion that Engineers should get Hammers, at the very least. Thinking the class with the smallest weapon selection should get access to more non-Kit weapons is not saying “I don’t like the Engineer.” It’s saying “All these weapons, and we get three land and one water because we’re supposed to use Kits all the time.”
B ) The main mechanic is, theoretically, the Toolbelt – there’s a reason Kits are optional, though they’re overemphasized and seemingly omnipresent. They’re Utility skills, or else we’d all be playing slightly heavier-armored Elementalists with tech-themed attunements. If you think Kits are the Engineer’s main mechanic, you should give the Elementalist a shot – swapping weapon skills based around themes actually is their main mechanic.
C ) The aesthetic is a very, very minor aspect of it – I barely look at my character, to be perfectly honest, after I’ve arranged them how I like. I think the Medium armor emphasis on Trench Coats Incorporated is silly, but that’s really all I have against the aesthetics.
D ) We’re a mid-range class with some Weapon attacks that function best up-close-and-personal, or bring us there. Several of our Kits either require being in melee range, just outside of it, or running like a madman through the fight if a particular trait isn’t possessed – Flamethrower, Bomb Kit, Toolkit, and Medkit would all benefit from the person using them being able to brush off just a little more damage without using precious Endurance, for example.

I do like the idea of the class, and I’m not talking about some ‘reinvented’ version – I like the idea of a combat engineer, going out onto the battlefield and winning through cunning, forethought and improvisation alike. Skill-wise, Turrets were what interested me; they’re still the only skill set I like much. I think the class could use some work, and I’m not alone in that – we’ve got traits that’ve never worked (and traits that seem intended for more heavily-armored types), we get a penalty no other class seems to (our weapons don’t deal as much damage, according to Class Balance Philosophy, due to our versatility – while the Elementalist gets ‘great AoE damage,’ according to the same), we get a total of four non-kit weapon choices, one of our skillsets whips out RNG every time the devs run out of ideas, another is very hit-or-miss, yet another is underwhelming if you’re not trying to hold a doorway, perhaps, and the last is Kits, which I simply dislike for no real reason in particular aside from, perhaps, their omnipresence.

And I still, after everything I just listed, like the class, for some reason; perhaps it’s simply bloody-minded stubbornness, at this point, but it’s the only class that’s ever appealed to me for long, and I’ve tried all of them at some point.

3 changes you want to see the most on engie

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Posted by: Anymras.5729

Anymras.5729

1. Turrets having their cooldown start when you drop them so we can get them ready for next mob when roaming in PvE, the way it is now force me to wait 30 sec for every mob.

2. Make rifle, pistol and bombs FUN, like faster… or at least not the long fire animations. Bombs with mobile heat-seeking AI would also work.

3. Give us a proper class mecanic, example: a passive that creates an engine every 5-10 sec to a cap. The engines are used instead of cooldowns for skills sutch as turrets, mine or other machine like creations.

These are all pretty great. +1.

Choose a month for mortar change!

in Engineer

Posted by: Anymras.5729

Anymras.5729

It would be pretty neat for Rocket Boots, at the very least, to be aimable – and not knock down their user.

Heavy Up the Engineer (Yes, another one)

in Engineer

Posted by: Anymras.5729

Anymras.5729

…I don’t like the Engineer, now? Should I just take a screenshot of my character select screen, where the only character who is A ) level 80 and B ) higher than level 20 is my Engineer? Fun fact: I’ve had three or four Engineers. My level 80 was the second Engineer I made, with the first being the first character I made when I got the game. I got the game because of the Engineer class.

I can like the class just fine and also think that it could use more weapon choices for people who don’t like Kits for whatever reason (and even for those who do), as well as thinking that Heavy armor would suit it better than Medium.

Also: Unluckily for all of us, Anet pays almost no attention to this board, as demonstrated by their consistent failure to address issues, or even know that some issues exist. As designers go, I started thinking the people on these boards might have better ideas than Anet about how to handle this class a long time ago.

3 changes you want to see the most on engie

in Engineer

Posted by: Anymras.5729

Anymras.5729

1: Turrets improved.
2: Toolbelt unbound from utility skills.
3: More weapon choices and/or heavy armor.

Choose a month for mortar change!

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Posted by: Anymras.5729

Anymras.5729

The mortar has the same problem as the rest of the class – it tries to do everything and ends up with a lot of mediocre or situationally restricted bits.

Choose a month for mortar change!

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Posted by: Anymras.5729

Anymras.5729

I’m going to go with…August 2013. It’ll be a nerf.

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

And then we’d have Thieves and Rangers going “Give us more defense!” or something.

No, I want heavy armor, too, as it’s an already-existing means of increasing defense without requiring class-specific modifications to Armor value. Do you think I wrote that first post for my health? Your opinions of what Heavy armor is and how to deal with the possibility of increasing Engineer defense have nothing to do with my own until such a time as they influence each other, so don’t try to say I don’t want Heavy armor. Moving on.

This has nothing to do with weapon swapping, I’ll put it bluntly, though if they decided to give the Engineer a free kit slot as a Secondary weapon (and not add a cooldown, or remove kits from the Utility slots, or anything like that), I might use them more often. As a Turret Engineer, sticking to one weapon set is pretty much habit at this point, though.

I don’t like having to use kits to have any choice in what weapons I can use aside from Big Gun, Little Gun With Shield, Little Gun Times Two, and Underwater Rocket Gun. We have a total of three choices in weapon combination on land, if you’re not using kits – and as Kits are a utility skill set, I don’t think having them should preclude a choice in what kind of weapon we want in our main hand, any more than having more weapons to choose from should preclude having kits. Keep us from getting weapon swap? Sure, that could get ridiculous (and would probably lead to swap cooldowns), but not a choice. I don’t like using Kits, I like using Turrets (and the occasional Gadget), and the existence of them as a skill type should not cripple my ability to so much as choose a weapon or range to fight with or from any more than the Engineer having a Hammer, Axe, or Torch should cripple the ability of a Kit-user to equip any Kit they like.

The Human Gods are still worshipped – or at least this is the impression I get – but they’re ‘silent,’ due to circumstances I can’t say I know a whole lot about. The possibility, therefore, remains for them to return in later expansion material, or for the Dervish to be redesigned around some other set of gods or something.

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

I’m gonna go down the line:

The medium-heavy cross-look thing was intended to handle the inevitable outcry of “Nooo! I loved my medium armor look!” though it may, in the end, be impractical; giving a bunch of Transmutation Crystals/Stones (depending on armor level) would probably be the easiest way to handle it.

The Dervishes are a side thing mentioned entirely for the sake of pointing out that there’s a whole other Medium class they could then import to fill out the grid. I’ve never played GW1, but apparently they were somewhat popular after their rebuild, and I think they were added in expansion content to begin with. Considering how much of the map we can’t go to, I think it inevitable that we’ll see an expansion, and if they decide to throw in Dervishes…well, without moving the Engineer to Heavy, we’d have 2 Heavy, 4 Medium and 3 Light. Too many Medium.

Making an in-between type of armor would be more complex, in handling and execution, as would class-specific armors, for a variety of reasons; I have no doubt that if they decided to do that, it’d take forever to finish.

The trait thing is probably far more likely to be seen, really – set some of the traits to give some type of Armor/Toughness bonus either in addition to or in place of what they already do, maybe give it some sort of visual effect, and there you have it. They’ve already said they’re intending to work on traits, so maybe they’ll try that. They probably will never realize the suggestion even exists, but one can hope.

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

They won’t make such a change outside of an expansion-type patch, but I don’t think it’s impossible for it to occur; they did, from what I hear, basically rebuild the Dervish entirely in GW1.

Also, since I didn’t see before I posted the post this is being edited into:

How would this ruin the class? I can’t see a way that it would ruin anything, except trench coats, if you’re even referring to the armor thing. If you’re referring to weapons, I don’t see how more weapon choice in the class with the absolute fewest could be a bad thing. Of course, it’s difficult to tell what you’re even referring to.

(edited by Anymras.5729)

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

It’s not something I’d expect to possibly see without it being part of an expansion-size patch, if you’re talking about the armor thing.

The weapon thing would likely be considerably easier to implement, and not require any kind of weird cross-type skin anti-kittening measure, of course, but I still wouldn’t expect to see it before a huge patch of some sort. If you like the idea, though, click that +1 and we can hopefully get some devs to actually look at these boards.

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

It’s not making a skin available, it’s changing from one armor type to another and leaving only the skin that was being used on characters of a single particular class which is receiving the change. There would only be one cross-type skin available to any one character, and that’s just so they don’t kitten about losing their beloved trench coat to get better defense, to put it bluntly. Nobody else would be affected, and as the cross-skinned armor would be soulbound, nobody else could be affected in more than a ‘oh, they changed armor type? Weird.’ way, particularly due to something I’m going to quote here in a minute.

A core mechanic of the game would not be changed, just an armor type of a single class.

In addition, I’m going to go ahead and directly quote the tail end of the first post, since apparently you didn’t finish reading it.

Only have the retained appearance be visible to others in PvE; this is a balance/deception concern. In PvP, the retained appearance should only be visible to the player, if possible.

Interestingly enough, that quote was specifically intended to address the exact issue you mention. And do you see an ‘edited’ anywhere at the tail end there? No. I thought of that. Nobody’s going to see the Medium skin if you’re in PvP, except possibly for the person using the Medium skin, specifically due to balance and ready identification.

You won’t offend me by calling me an idiot, but if you’re going to call me an idiot and then turn out not to have even finished reading before calling me one, then you might offend me. Maybe I should start implementing codeword quizzes in my posts so I can check who’s trying to respond without reading.

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

A) No, I don’t want to play a Warrior. I’m not sure why you would think that; they almost had the Engineer as a Heavy Armor class to begin with, but nixed it for reasons I’ve yet to actually see a clear explanation of. Just about every weapon choice I suggest has also been suggested by others, as well, and can be easily bent to Engineering. Also, I’ve played Warriors, they’re kittening boring.

B) This is actually a fairly simple way to go about it, as I see it. Start by making skins out of Medium Armor. Set those aside. Swap Medium Armors out for stat-matching Heavy Armors. Apply Medium Armor skins as appropriate, with a box that allows ditching the skins. Done.

I actually startled my Guardian friend when I mentioned that Engineers have all of three possible weapon sets on land, with only one choice underwater; even they think that the limited weapon choice is silly and that the Engineer should be heavy-armored.

Heavy Up the Engineer (Yes, another one)

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Anymras.5729

Aaand that’s all from me for now. Again, please don’t turn this into a debate about whether Kits fill all needs or not – if you like the suggestions, just click +1. If you don’t, don’t. Super simple.

Feel free, though, to debate whether a particular thing fits; it’s entirely possible I’ve suggested something that wouldn’t work or is entirely ridiculous.

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

This post will pertain to increased non-Kit weapon choices. I will not go into possible skills, but I may mention reasoning for a particular addition. Again, if you think the devs should look at this, click +1.

Overall why:

  • The Engineer only has firearms for offense, with a single Shield as a defensive measure; with so many weapons in the game, it seems a waste to limit a class to three possible land-weapon sets and one underwater weapon. The class with the most similar weapon setup (Elementalist) is not limited in this way (in fact, no other class is); why should the Engineer be?

Weapons suggested:
Hammer (If you don’t see how the Hammer, quintessential symbol of builders, blacksmiths, carpenters and masons might be fitting for the Engineer…well, that’s your problem.)
Axe (A very versatile tool, as well as a weapon, and handy for getting supplies for building with, as well as sharpening stakes for palisades, dismantling structures, etcetera. Not as fitting as the Hammer, but not blatantly non-Engineer like a Focus or Staff might be.)
Torch (I’m having a little difficulty coming up with reasoning for this one, but it seems fitting to me, at least.)
Mace (Not all Hammers must be tremendous – besides which, I hear there’s a Wrench skin somewhere. There’s always a use for a heavy, blunt object in Engineering, aside from that, besides.)

Heavy Up the Engineer (Yes, another one)

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Posted by: Anymras.5729

Anymras.5729

I’m not going to go on and on about what’s overpowered, what isn’t, or anything like that. This thread is not about that, and I would prefer it remain that way.

This thread will be about the following: Giving the Engineer Heavy Armor (and how to transition relatively smoothly) and giving the Engineer more non-Kit weapon choice. Remember: Not every Engineer uses, or wants to use, Kits.

This post will pertain to Medium-Heavy Armor Transition. If you think this idea should be reviewed by the staff, click that little +1 to put it on their radar – apparently that’s how this works, as silly as it is.

1: Move the Engineer to Heavy Armor from Medium. Why:

  • If this were to be done, it would allow the Dervish to be added as a Medium-armor class without disrupting the grid.
  • There would be a class with high Condition capabilities in each tier of armor.
  • Several traits would make more sense, such as the ones that give you bonuses for not dodging or moving.
  • The Engineer would become the complete antithesis of the Elementalist – instead of squishy, high-damage wizard with more weapon skills than anyone else, a highly durable, but low-damage, tech-based (to the complete exclusion of magic excluding alchemy) class with more Utility skills available at any one time than anyone else.

How to do it inoffensively: Change all armor soulbound to the character to Heavy Armor, but retain the appearance of the Medium Armor only on the set currently worn by the character. Give a skinbox (via mail) that converts Medium-appearance armor into its appearance’s Heavy Tier/Rarity equivalent appearance (T5 Rare-T5 Rare, T5 Rare stats transmuted with T1 Common skin – T5 Rare stats with T1 Common skin) when used (with no less than two confirmation menus, both of which will make clear that the change is permanent and wholesale).
Offer a complimentary swapping of skill ranks from Leatherworker to Armorsmith. Maybe give a Jug of Karma or some other relatively inconsequential currency, in addition.
Announce it far in advance, bugtest it (I will volunteer as tester, if necessary), and make sure it’s working before implementation. This is so people can get a new set of armor ready for the change, if they so desire, and otherwise prepare themselves.
Only have the retained appearance be visible to others in PvE; this is a balance/deception concern. In PvP, the retained appearance should only be visible to the player, if possible.

Patchnotes regarding WvW, May 28th

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Anymras.5729

I’ve finished a couple sets of dailies doing nothing but WvW – there’s two achievements that you can only get in WvW, as far as I’m aware, and everything to get most of the rest is there, as well (nothing for Living Story, surprisingly, but I figure they’ll probably shoehorn that in somewhere, somehow, one of these days). I even knocked my monthlies from 25% to done almost entirely using WvW.

Sure, some of the dailies require you to kill some non-player enemies; is that really so difficult to tolerate?

stormbuff isle wvw scene

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Posted by: Anymras.5729

Anymras.5729

As a CD player, and in my opinion, SBI fields much better roamers than SoS. They are great open field fighters. With SoS I know that we’ll either get zerged by SoS or they’ll run away.

This has been pretty much my experience – I’ve only seen a few SBI roamers (I typically focus on trying to do anything against SoS, partially because they’re generally beating us in points and partially because SBI doesn’t generally have anybody in CD Borderlands), but they’ve always put up a good fight (or been good sports when I decided to stand aside and let them pass). SoS roamers…the only ones I have much trouble killing one-on-one are Mesmers (so. many. clones.) and Thieves (Heartseeker spam and Shadow Refuge when I get the edge, then they run the hell away when I keep getting the edge), although there was one Warrior who actually managed to give me a run for my money at the Redvale Refuge sentry last night. Everyone else just takes a while.

Of course, the solution to SoS’s issue seems to be zerging. I’d suggest guerrilla tactics for SBI, myself; I don’t even give half a kitten if it ends up leading to Crystal Desert’s downfall in this particular match, as it’s just so kitten boring to fight massive zergs. Matter of fact…personally, I’m done with WvW until we’re fighting a server that’s not so heavily-populated that it can simply zerg everything.

It’s no fun if there’s no chance of victory due to simple numbers, as opposed to any amount of skill.

(edited by Anymras.5729)

Outmanned? Try something like this.

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Anymras.5729

Pretty much – combined with wasting enemy supply and sieging the zerg as it runs (possibly) in order to make it more difficult for them to do anything. It’s embarrassing, really; a gigantic enemy force is knocking on the doors, and everybody seems to be perfectly fine just playing tiny anvil to the giant hammer. I get the feeling it’s something to do with the ‘plucky underdogs fighting off an overwhelming force’ ideal, but this game just doesn’t work in a way that would allow such a thing without getting clever, and even then it’s only a temporary solution.

1: Yeah, Outmanned triggers only when you’ve got a massive numbers disadvantage (which is a shame, as it’s also useless while you’re fighting the massive enemy numbers as its only bonuses are to either what you get when you win or a reduction in pain when you die, as opposed to something that helps you fight anything). This is mostly a strategy for when you know that your own troops are outnumbered by an enemy force or zerg to the point that a conventional defense (for example, trying to actually hold the location instead of delay long enough for the guerrillas to get going) is effectively pointless, regardless if you have that bloody stupid ‘buff’ or not. Most of the situations I’d use this strategy in would happen long before Outmanned happened – but, then again, the team I’m on typically has enough people for it, even if Outmanned. The server that it’s fighting simply happens to be awake at different hours, so when we have twenty to forty, they have sixty or more.

2: Losing the steamrolled target is pretty much inevitable if outnumbered heavily enough, but if it can be held for long enough to slow the enemy’s response to the attacks on the outlying territories, then it should – although, this thing where people set up a whole lot of siege in the room of the master of the keep doesn’t seem to do a whole lot. Better served by trapping the bejezus out of the joint and getting out, in my opinion, using the supply and siege on other targets.

(edited by Anymras.5729)

stormbuff isle wvw scene

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Posted by: Anymras.5729

Anymras.5729

As somebody in the SBI-SoS-CD match: There are a ton of SoS. Like, I’ve seen…I don’t think I’ve seen an SBI zerg at all (but I stick to CD Borderlands and Eternal Battleground, partially because we can’t even manage to keep our own bloody borderlands due to leaving everything undefended like ‘ kitten so maybe there’s an SBI zerg out there somewhere) but I can’t seem to find anything but SoS zergs.

Mortar/turrets suffer retaliation dmg?

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Anymras.5729

As far as I can tell, they’re immune to status effects that directly affect them. Never seen one get poisoned, confused, burned, or anything else – that the only thing that counters them is Retaliation seems alright to me. I wish they’d also get buffs, but that would probably lead to conditions being allowed on them, too, and they’re kinda crap to begin with.

PvP Build Critic and Mesmers

in Engineer

Posted by: Anymras.5729

Anymras.5729

I’d probably suggest turning Confusion back on them – if you have the Tool Kit, for example, Magnet – > Prybar, maybe, and then Gear Shield their response. Otherwise…well, hell if I know. I mostly just try to rip chunks off them before they cover the screen in clones.

Outmanned? Try something like this.

in WvW

Posted by: Anymras.5729

Anymras.5729

Hopefully, this post will be read, understood and perhaps implemented; I’d like to see the ladders get shaken up a bit.

Mortar/turrets suffer retaliation dmg?

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Anymras.5729

If turrets did not take damage from Retaliation, then Engineers would be the only class anybody used against people with Retaliation. Well, Engineers and Necromancers, since it seems likely that the Necromancer’s minions work similarly. The mortar is essentially just a manned turret, so…

If it seems odd, look at it like this: What is the source of retaliation? The attacker, or the attacked? The attacked must have retaliation in order to deal retaliation damage, and must be attacked; therefore, it’s an effect coming from the person being attacked, rather than any psychological effect such as Confusion.

To disallow this effect would leave Turrets and any kind of indirect attack in the same class of attacks (possibly Necromancer minions, for example – they’re zombies, more like mobile hunger engines than anything else) somewhat overpowered, as they would completely bypass a type of passive counterattack.

Outmanned? Try something like this.

in WvW

Posted by: Anymras.5729

Anymras.5729

A little bit of backstory: The server I play on has apparently been locked in combat with the same two others for months. One of these outnumbers my server, favoring zerg ‘tactics.’ I find my server’s tendency to try to hold indefensible locations from an unstoppably massive horde frustrating, and this got me thinking. The result is the plot below. Bear with me – it’s long.
Phase 1: Everyone split into teams of 3-5. Party up with 2-4 others, maybe get into a squad, to promote unit cohesion and keep track of each other. Strike lightly-defended locations, but don’t commit siege resources; this is a decoy plot. Leave supply traps (sparingly – they halve supply carried, no point halving more than twice) around captured locations and resupply from captured depots.
Phase 2: When the enemy zerg is committed to a particular location, all teams consolidate forces on an easily-taken location far from the zerg, using as much supply as necessary to take the location as quickly as possible.
Phase 3: Having taken the location, the goal is not to keep it, but to let it be retaken as a distraction. Place more supply and stealth traps along choke points and the stairs toward the lords of the keep, and wait for the enemy zerg to arrive to retake. Nonadventurers should waypoint out once this is done. All adventurer classes should place as many traps or turrets as they possess near the keep master’s location when the gate’s health is nearly gone, and upon completing this, should waypoint out if possible, or run like hell if not. All in the keep should make it their goal to take all supply from the keep’s depot, using as much as necessary to do so. Goal is to leave the enemy undersupplied and frustrated, while using stolen supplies to build defensive fortifications (arrow carts, ballistae, oil cauldrons) in strategic locations, reinforce a captured base for a proper stand with more defensive fortifications, or to build siege for phase 4 and 5. 
Phase 4: The team scatters again, once more into small groups. Each group selects a target, but does not attack yet, instead either awaiting the signal to strike or building siege while awaiting the signal. 
Phase 5: The team farthest from the last-known location of the enemy zerg attacks its target, in whatever manner it pleases. This is to draw the enemy’s attention, and bring the frustrated zerg running across the map. Recon units should alert this group when the zerg appears to be fully committed; it’s up to the group whether they hold the location or scatter. 
Phase 6: When the enemy zerg reaches the location in Phase 5, all other teams strike as effectively as possible (with siege, if necessary) at their targets, in order to take them as quickly as possible; if a location is taken, place antisupply traps and ransack the depot. If the takers choose to hold out, they should build as many arrow carts as possible along the walls, both to waste supply and ensure that there is always one cart not on cooldown.

If, at any point, a strategically valuable keep can be taken, it should be, and held for a time, with several roving teams refraining from joining the countersiege in order to continue acting as bandits. From this point on, the walls should be lined with defensive fortifications until all supply has been exhausted; this will aid in the defense of the keep by way of allowing bombardment of aggressors while also reducing supply available to the enemy, if they eventually take the keep once more. 

Eventually, the enemy will get the idea and begin putting greater emphasis on recon and defense; this will possibly reduce the number of soldiers in their zerg. They may also mimic the strategy, if they’re clever, but as the goal of this post is to inspire improved strategy all-around…

Engineer graphical changes

in Engineer

Posted by: Anymras.5729

Anymras.5729

They probably meant them as a tell for what kind of weapon skills are available – as Engineers and Elementalists are the only two classes without weapon swap, due to special skillsets replacing weapon swapping, they need special tells. In the Elementalist’s case, the tell is the ring of energy around their wrists, and the Engineer’s tells are the hobosacks.

That said, they suck for that, even, but so does the Elementalist’s wristband (both are too indistinct in the heat of battle, as opposed to the difference between sword and axe), alongside which come the issues of “So…what if I have a fancy back item? Is there any point using it if I have a kit build?”

There was something in another thread about the hobosacks that Colin Johanson is working on doing something about them, due to them clipping through his 8-bit backpack. Only took them until the Adventure Box came out to bother.

Mortar/turrets suffer retaliation dmg?

in Engineer

Posted by: Anymras.5729

Anymras.5729

It would make sense for them to be affected by retaliation, though I can’t say I’ve paid enough attention to tell for sure.

Backpack Skins.

in Engineer

Posted by: Anymras.5729

Anymras.5729

I read on another thread that Colin Johanson had decided to do something about the appearance of the hobosacks – after he equipped a kit with his 8-bit backpack on.

How ton counter confusion engies?

in Engineer

Posted by: Anymras.5729

Anymras.5729

Think he means dodging the pull itself as soon as you realize it’s happening.

You know, I kinda wish the combat in GW2 were less flashy. A lot of things have relatively subtle tells that’re easily lost in the “Did Michael Bay direct these effects? kitten.”

How ton counter confusion engies?

in Engineer

Posted by: Anymras.5729

Anymras.5729

If you have a block skill, use that, perhaps. Otherwise…well, the Engineer honestly isn’t that tough if you just start hitting them hard (especially as the tree that gives Toughness is kind of crap if you’re not a Turret-user, as far as I’ve heard, though the HP one is popular), and our downed state skills are
1: Throw Junk, inflicting poison, cripple or chill, I think;
2: Get Over Here! or whatever (Rope Dart or something?), dragging the target to the Engineer, with an Interrupt effect and a cooldown of several seconds;
3: Go Away! (Some kind of bomb, Booby Trap?), sending enemies near the Engineer away from the Engineer, on a cooldown of 10+ seconds (which it starts in);
4: Bandage or whatever, to recover HP until you can get back on your feet.

These are popularly considered, as far as I can tell, to be kinda crappy, to say the least.

Therefore: If you get into a fight with a Confusion Engineer, just kill the little kitten with bursts during the period when you aren’t confused. Block or dodge when they try to drag you in or hit you with a crowbar, dodge (switch to ranged, if they’ve recently used the pull, in order to keep up the pressure) if they start dropping bombs, don’t sweat it if they shrink at 25% HP (it only lasts for three seconds, so probably a good time to heal), and burst them down. Go in for the stomp as soon as they hit the ground, because if you stand back and peck at them with your ranged attacks, they might live long enough to make you feel like an idiot with the grappling line and Booby Trap combo, so you need to make them waste the grappling line on not getting stomped.

(edited by Anymras.5729)

Condition Engineer vs Power Engineer?

in Engineer

Posted by: Anymras.5729

Anymras.5729

I’ve run both condition and power builds, but, since I’m a Turret Engineer and turrets don’t scale with power for some bloody reason, Condition is what I keep finding my way back to.

At the moment, I’m working on getting a hybrid Apothecary/Carrion set together, and using a pair of pistols.

Your top 3 desired races?

in Guild Wars 2 Discussion

Posted by: Anymras.5729

Anymras.5729

I’d like Ogres. That’s…really about it.

Engineer Idea! Tell me your thoughts

in Engineer

Posted by: Anymras.5729

Anymras.5729

I would like this, as it would give the Engineer more Engineering. Think it’s probably too complex, but that’s about it.

Fix Scope or remove it

in Engineer

Posted by: Anymras.5729

Anymras.5729

The thing only lists displaying the cooldown icon with Flamethrower, but considering the absolute lack of dev testing, I wouldn’t be surprised if it only looks like it’s working in the code, but is actually being overwritten by something else.

Double Teamed

in WvW

Posted by: Anymras.5729

Anymras.5729

I think he’s saying something along the lines of “Yo, if you feel like you can’t catch a break, team up with the weaker of your enemies to fell the stronger.”

It’s a nice thought, though I haven’t played enough WvW (currently, every time I sign on to WvW, I get the Outmanned buff and can’t go three feet without tripping on a zerg, partially due to the hours in which I play and partially due to so many people on one of the servers) to really tell if it’s something that could work – or that the interface would allow.

Maybe Commanders can formalize alliances? If they can’t, then they should be able to. It’d offer a way to counter the issue of numbers beyond ‘hole up in a keep and hope the enemy forces don’t just res-rush, while your own forces res-rush to take advantage of the ‘no armor damage’ thing.’

Might stacking ?

in Engineer

Posted by: Anymras.5729

Anymras.5729

Those videos probably involve the HGH trait – +2 stacks of might for every Elixir that’s either drank or splashed on – combined with Enhance Performance from the Explosives line, Elixir H will give five stacks of Might (seven if dropped at user’s feet), Elixir B (and every other Utility or Toolbelt Elixir, though S will probably waste some duration, I’d think) will give three (five if dropped at user’s feet).

Other potential explanations: The Bomb Kit’s Big Ol’ Bomb placed on top of Throw Mine, just before a Fire Bomb is placed (with simultaneous detonations of the Big Ol’ Bomb and Throw Mine, that’s six easy). The Flamethrower’s Grandmaster Trait, Juggernaut, gives up to six or so free stacks of might, as well, if you stay in the Flamethrower kit long enough.

I’d suggest looking for the HGH Condition build – the Grenade Kit or Bomb Kit probably figure heavily into it, though I’ve never used it or actually bothered reading a thread about it.