Forge was datamined, and I’m pretty sure we’ll end up with that. While there is no 100% guarantee with datamined stuff to become true, Berserker also got datamined as the warriors elite-spec name & look how it turned out…
A while back I posted an idea that was basically a merge of signets & minions.
You’d have these drones following you without any healthbar & giving you passive effects for just slotting them as utility, but if you choose their active effect, they spawn a minion that can be destroyed & performs a 1-time maneuver. like setting up reflective bubbles, flying towards enemies & blowing up, aoe-stealthing an area a.s.o.
Once they are destroyed by enemies (also automatically happens after the end of their active effect) they go on a cd & you loose their passive effect until they are off cd again.
I really hope it’s something like this, so we’re not too reliant on minion AI with these drones.
https://wiki.guildwars2.com/wiki/Med_Blaster
this is the current skill 1 on medkit.
Terrible scaling on Healing power, terrible base heal & terrible bonus heal from boons.
That’s how I’d fix it:
300 base-healing. That is 1.5k healing flat per channel on builds that don’t have any healing power at all. It maybe is weak, but at least it can save your allies kitten if he’s lucky.
If you spec into clerics + healing power runes + inventions-line, you max out healing power at 1625 in PvP. If we allow a scale of 0.2 we end up with 325 bonus healing, giving us 625 healing per tick in total, letting us heal allies for 3125 per channel.
The bonus for boons is roughly 10%, so that means 150 extra healing without any healing power in total, & 312.5 extra healing per boon in total in PvP with maxed out healing power.
This would be a 1.25sec channel I can live with, since I’d actually feel an impact on the combat in that way & since we can’t profit from it ourselves, enemies still could decide to focus on us to stop the healing we dish out for the group.
I’d never give this high healing number to fields like super elixir or mortar #5, but medkit #1 is a active skill, locking you out from dealing direct dmg or applying further condis while it’s channeling, so it should be a worthwhile decision for us to channel it.
Additionally the trait health insurance would receive a visual impact on our healing output, and could become a worthwhile decision if combined with monk runes f.e.
(edited by Arantheal.7396)
>smart pulls
>don’t miss
>no need to kite
>glitch trough walls
I’m not sure that you know what you’re speaking about.
Not kiting means to stand still…
“Smart pulls” has no meaning at all since you want to pull & stack the whole camp as fast as possible, and that is accomplished automatically by attacking any NPC in a camp, while running around the next corner to break LoS… just like in PvE.
FT does not glitch trough walls, it has a 450 cleave range. if your wall is not thicker than 450 it naturally fires trough. No exploit or bug involved.
& if you run FT / RT / GK “don’t miss” is impossible since you have exactly 2 blinds of your own, and therefore get blinded the rest of the time by the scouts in a camp.
And yea, camps are easy, but your build + tactic (since you essentially run into it like a chicken with its head cut off, funny that you’ve mentioned it) is a unnecessary hard-mode, artificially increasing the time you need to flip it, especially for t3 camps, and therefore the worst advice you could give a beginner…
It really doesn’t matter how trivial any content might appear to you, you’ll always find people who are new to it, and actually get presented a challenge by it. And if they ask for help, be happy about the fact that there is someone willing to learn & improve himself.
Just FYI: indeed it was THAT easy: no changes to the build, just swapped one of the elixirs for the bomb kit and pulled with mortar behind the building. Then it was just smoke bomb and spamming AOE from bombs, tool belt bomb and mortar 4.
I think it was the fastest camp flip I’ve ever made! It took me about 15-20s to kill all guards (except the guild claiming one, which took another 5), on other professions it takes me easily over a minute.
Congratz, keep improving yourself & try out other utilities. Read the wiki & ask here if you need advice. As long as you keep trying, you’ll become better. And once you’re starting to tailor builds to your own “needs”, you’ll dominate most other classes in WvW. You just need to learn what your “needs” are, kinda a personal quest we all had to accomplish at some point.^^
Underwater elixirs are not affected by the cd-reduction of HgH.
In fact, they don’t share the same cd anymore, allowing them to be double-used near riversides & coasts if HgH is traited.
yes.
learn the build first, & when it comes to tanking guards, nothing is better than blinds.
run in, aggro all, run around a corner & stack them like you would in dungeons. Then drop your blinds + napalm & spam them to death.
with upgraded camps, you should pull small chunks of guards, making sure that they don’t exceed the 5-target aoe-cap.
Do not engage enemy players when they are inside their camp in 1v1 situations. While you have a chance to win, it will always be a uphill-battle, so leave that until you know what you’re doing.
Source?
/15chars
The topics’ title & the first post don’t have much in common.
You already made your decision, and it’s clear that you like WoW more.
I personally would invite you back, because I personally enjoy WvW raiding with my guild, doing dungeon / fractal runs with my guild & chilling out in TS with my guild while playing some casual tPvP. I’ve played WoW as well, but several aspects repelled me.
I enjoy what Gw2 has to offer, so I’d recommend it to those that don’t have tried it out already. But since you tried it out, and didn’t liked it, I guess you have your answer already, so no point in trying to convince you how awesome I think it is. Taste is subjective.
Why do most people not search for Mesmers / Rangers / Necros?
- Because their AI often enough breaks the stack (doesn’t include necros).
- Because they don’t bring unique group-buffs (spotter is never needed, since the party is already on 100% crit-chance without it)
- no reasonable dps
- are usually brought by people who are special snowflakes, new or refuse to play the meta because reasons, hence turn each run into something awful per default.
And now we speak -again- about why you think you’re surrounded by elitists:
- Because you can’t read the lfg and join groups that were not searching for you.
- Because you don’t open your own lfg, clearly stating free-for-all.
- Because you don’t join a guild that is doing casual runs guild-internal. They exist, just saw such a recruitment text today in LA.
- Because you’re too shallow to accept that the mayority of people just farms dungeons for the gold, not because they like them, and rather do so fast instead of “immersive”, so stop trying to shove your preferences down the “elitists’” throat.
- Because you are the minority, just like RP’ers. They organize themselves in guilds. Do the same.
Would be enough to include crafting recipes for every rune/sigil that exists.
Guess why crafting in other MMO’s is so important for players:
Because crafting professions usually come with important upgrdes for your gear.
And in gw2 we can’t even craft most of the most basic stuff reliable.
There are so many, not-overlapping sources for the different stuff you need, that it’s extremely annoying to come by useful stuff (other than the TP), and often enough they are locked behind insanely small RNG chances.
I hope HoT comes with more crafting-updates than just another set of RNG collections for precursors.
Yes: don’t oneshot them.
If you want to feed kills to others, do so instead of spamming #1 all the time. Your character won’t attack unless you do. So lean back and interfere only if they “need” help.
Why would you need a feature for something you can control very easily yourself?
Then buy HoT and start giving this feedback, instead of contributing nothing and further criticizing others for contributing. You claim to be so experienced in giving feedback. Welp, what do you’d call the type of feedback you’re currently contributing?
(edited by Arantheal.7396)
Most minors staple their effects directly on each other, like a pyramid or chain.
Whether or not they are displayed in the traitlines’ description or not, doesn’t change what they do.
Anyways, minors are there to signalize that some of your mechanics are permanently changed when picked. So while one could argue that they don’t improve anything, others would perceive the unlocking of a complete new weapon-set + revamp / addition of the class-mechanic as the most powerful trait possible.
Sure, having a extra minor to improve the elite specs would be awesome, but from what I’ve seen most of them are already decently balanced and don’t really need any extras to work with the other trait-lines…
Marjory's racism if you are not a Sylvari PC
in Guild Wars 2: Heart of Thorns
Posted by: Arantheal.7396
I’m just sitting idly in the groove, waiting for permission to unleash my Flamethrower.
Engi needs weapon swap the least of any class. It would be of more benefit to ele than engi.
Err, there are only 2 classes who don’t have weapon-swap. Engi & Ele. So saying that we need it “the least” is kinda pointless. And since ele already comes with 20 weapon-skills naturally, it doesn’t need weapon-swap “as well”.
Given how both classes work, it wouldn’t be beneficial to neither, other than being a plain, unnecessary buff.
Abaddon’s Mouth [DE] – Abaddon / AM
Arborstone [FR] – Arbor / AS
Augury Rock [FR] – Augur / AR
Aurora Glade – Aurora / AG
Baruch Bay [ES] – Baruch Bay / BB
Blacktide – Hacktide / BT / HT
Desolation – Deso
Drakkar Lake [DE] – Drakkar / DL
Dzagonur [DE] – Dzag / DZ
Elona Reach [DE] - Elona / ER
Far Shiverpeaks – Shivers / FS
Fissure of Woe – Fissure / FoW
Fort Ranik [FR] – Ranik / FR
Gandara – Gandara
Gunnar’s Hold – Gunnars / GH
Jade Sea [FR] - Jade Sea / JS
Kodash [DE] - Kodash
Miller’s Sound – Millers / MS
Piken Square - Piken / PS
Ring of Fire – RoF
Riverside [DE] – Riverside
Ruins of Surmia – Surmia / RoS
Seafarer’s Rest – Seafarers / SR
Underworld - Underworld
Vabbi – Vabbi
Vizunah Square [FR] – Vizunah / VS
Whiteside Ridge – Whiteside / WSR
German Servers in general: Zee Germans
French Servers in general: Baguettes
(edited by Arantheal.7396)
To answer the threads initial question:
no.
What zera said.
This build works with spamming a couple of high-cd skills in short succession. while it’s very effective for ganking unaware opponents, this one-trick-pony fails to survive longer engagements.
As you said yourself, moa ignores stability. However, it can be blocked, and also fails on invulnerable targets.
Further, the elixir X TB is a slow projectile, so it can be directly blocked, destroyed & reflected. And since it’s slow, it’s easy to see it comming if you keep the engi on range.Since necros not really have leaps to their disposal, you need to pack a lot of fears, cripple, chill & immob, so you can keep the engi on distance. that also reduces the effectiveness of nades, blowtorch & a bunch of other skills.
since IA (Inciniary ammo) applies 2 burns on every attack for the next 3 attacks & has a really long cd, you best bet is to cast your transfer right when you receive the first burning stacks. If you’re lucky, the engi is burning to death, while you need to embrace the moa for a few seconds, only to kill him righter after it runs out.
People with a brain will not waste it right at the beginning of a fight however, so if you’re low & the engi still has moa off cd, go into lich/plague & bait the moa out of him (since he responds to you, it’s unlikely that he can plant a decent amount of burning in time), and once you’ve run away with #5 & the moa runs out, go into DS and do whatever you can.thank you! that helped a lot.
especially that info on the IA! so that is how they apply their burns and it has a long cooldown…I thought they were applying burns on autos!
so yes a quick transfer might just save me and give me the initiative…
No, we do not apply burns on AA’s… welp, FT does, but only 1 stack every 2.5sec.
Anyways, there is a trait, called Napalm specialist that a) increases our condi duration for burn by 33%, and b) also applies 2 stacks of burning with crits. It has a 10sec icd, but no icon to show it.
Incendiary Ammo however has an icon when it’s active. It looks like a flame in front of a orange background, with black borders around it. If you see this icon on the engineers buff-bar, you can start casting your transfers right away, and actually run into their Aoe’s to soak up all 3 hits as soon as possible. If your transfer then hits them, 2 things can happen:
- you’re unlucky and just give the engineer regeneration, since we transmute one incoming condition into boons every 15sec, IF we run the alchemy traitline (which most builds do)
- he’s forced to use one of the few condi-clears we have & usually that means healing skill, so it’s a good idea to send some poison right after your transfer.
Condi-clears to our disposal (that most engis run):
- Healing turret / 2 condi clears every 15 or 20sec. if you see him blasting a waterfield, that means it’s 20sec.
- Elixir C / transmutes all condis every 40sec (32sec if traited)
- Elixir C toolbelt / transmutes 2 condis every 25sec (21.75sec if traited)
- Super elixir / clears 1 condition every 20sec (transmutes it if traited)
- Cleansing synergy (trait) / clears 1 damaging condition whenever we use a heal-skill 10sec cd
- HGH (trait) cleanses 1 condition whenever we use a elixir.
Even tho elixir C is very powerful in terms of condi-defense, it’s not used very often, and if you just look at the rest, you should be able to outpace the engi’s condi-appliance pretty fast, if you keep him on range.
(edited by Arantheal.7396)
The issues revenant had was that his weapon-set was 50% of the time useless, since the 2nd legend never had any synergy with it.
Engineer do not have this problem. Our kits work quite well, regardless which dmg-type we choose, & albeit we have a limited set of weapons to choose from, they do their job quite effectively.
rifle for power-dmg, mobility & soft/hard-cc
p/p for soft-cc & condi-pressure
p/s for soft/hard-cc, blasts & defense
All our kits come with treats for both condi & power builds as well, and most of them bring a mix of utility, survivability & mobility as well. All in all, we can make builds work by just choosing a single kit or most of them, since our toolbelt ensures that our non-kit utilities come with enhanced usefulness as well.
In the last WTS some engi was running just nades as his only kit, and he was able to win it with his team, so no we’re not really forced into filling our bars with nothing but kits & a weapon-swap would have no beneficial effect to this.
Yes, it would make us more powerful, but since most of our stuff is working just fine, that would be a unnecessary buff. If your intend is to ensure us a spot in the meta, I guess it’s enough to wait for bug-fixes to roll out.
As you said yourself, moa ignores stability. However, it can be blocked, and also fails on invulnerable targets.
Further, the elixir X TB is a slow projectile, so it can be directly blocked, destroyed & reflected. And since it’s slow, it’s easy to see it comming if you keep the engi on range.
Since necros not really have leaps to their disposal, you need to pack a lot of fears, cripple, chill & immob, so you can keep the engi on distance. that also reduces the effectiveness of nades, blowtorch & a bunch of other skills.
since IA (Inciniary ammo) applies 2 burns on every attack for the next 3 attacks & has a really long cd, you best bet is to cast your transfer right when you receive the first burning stacks. If you’re lucky, the engi is burning to death, while you need to embrace the moa for a few seconds, only to kill him righter after it runs out.
People with a brain will not waste it right at the beginning of a fight however, so if you’re low & the engi still has moa off cd, go into lich/plague & bait the moa out of him (since he responds to you, it’s unlikely that he can plant a decent amount of burning in time), and once you’ve run away with #5 & the moa runs out, go into DS and do whatever you can.
I don’t see a pm in my inbox from you, so your words are as hollow as you try to let appear mine.
Insignificance it is.
Arantheal:
So we have a deal??
Do you remember the rules ??
Tbh, I usually just skip over your posts, since all the emotes make them un-readable, so I have no idea what you’re talking about. A fellow member just informed me that you could have information regarding hackers on RoS.
Now I was forced to dig up that info from your posts, just so I could understand what you’re talking about, and what exactly you’re talking about is this: mesmer portals.
I don’t arrange deals with trolls, so send your info per pm or move back to insignificance. Either works for me.
Klaus, send the names in a pm to me and I’ll look into it. Also post the time/location you catched them on. Else it’s impossible for me to backtrack this.
I do not know you in person, and what you say about yourself (and your guild) may very well be true. Still, you play on BT, and this is BT: http://www.gw2wvw.net/comment/179347#comment-179347
The hacker’s name is known as well. So reporting him as bot in the moment when he uses cheats is definitively not impossible.
As long as you play on BT – in its current state – you have to live with the fact that you get treated as a BT player. Your only options to change that are either praying to a-net to wake up and do its job (like we all do), or transfer away.
I personally can not see how a game is enjoyable for a upstanding person if all they achieve is due to them getting supported by hackers. I personally rather would farm EotM than to play together with hackers, especially since all the effort I’d put into the actual maps are null since no one will recognize me for it, nor will I be able to play a manipulation-free game.
In the youtube comment you sarcastically asked if we’d like BT to stop playing all together. Well, such a request is lunatic in itself, but be sure that I definitively would rather stop playing myself than to play a trolls game.
-snip-
tl;tms;dr
/15chars
This is possibly the most arrogant & self-deluded thread I’ve seen in a while.
I’m playing since 2 years now, became admin of a Server-community & post on these forum regularly. Still I do not posses the audacity to imagine my opinion being more important than that of others. Regardless how good your actual education is, it is simply impossible for you – or anyone – to emulate the preferences of the majority accordingly. Even tho a good chunk of feedback is worthless from a technical POV, it still very clearly communicates what this player liked, or did not, therefore generating data that just needs to get filtered properly (a-nets job, not yours) to display the actual preferences of the community, hence enabling a-net to possibly craft the best-received expansion possible. If they achieve it or not, is up to discussion, but restricting incoming feedback to a insignificantly small minority would cripple them right off the bat.
You love this game properly as much as I do, or the guy currently grinding queensdale with his first warri.
You know about this game as much as I do, and everyone else who is able to read the wiki.
You understand the technical aspect of the game about as good as I do, which is exactly as much as every new player potentially could do, if he has a IT background, which still pales in comparison to the guys who actually programmed it and know what the engine allows & what not, what can cause issues & which bugs are related to which part of the game.
Your input is as important as mine, and as important as that of every nub. Your ability to give decently structured feedback does not increase the value of said feedback. Get off your high horse and rather post constructive feedback, instead of theorizing together your own brew of “constructive feedback format”.
Also, buy HoT if you want to play the beta. No freebees for you, just because you paid earlier than some other people for it. In fact, we already got a free character slot, so yea, you get 800 gems for free by purchasing it now.
Wouldn’t surprise me, since they currently need any support they possibly could get to not be perma-bottom rank, including hackers (hence their nickname hacktide) & spies. Even tho they lost the later, by moving up a tier recently.
If you want to transfer to competitive, uprising Servers, consider RoS
(edited by Arantheal.7396)
This is a open letter to the BT community (whether it exists or not).
BT, you receive all this hate for a reason:
Your commanders enable the hacker. Your commanders do not back up from a keep/tower when the defenders are killed inside by that hacker. Your commanders attempt to spawn-camp us whenever they see an opportune moment. Thx for the loot from these attempts, btw. Your commanders happily start upgrading keeps & sieging them up, after the hacker has flipped them.
You maybe do not willingly support him, but in your actions you exploit his deeds. I do not know how your community is organized, & judging from what I’ve seen, I honestly don’t care. As long as you proceed to exploit the hackers deeds in your own favor, even while the signs for his presence are painfully obvious, you will receive nothing but rightful disgust.
If you want to be recognized as upstanding and honor-driven Server, devote more effort into reporting & ignoring this guys actions, especially by making a huge curve around any structure that gets attacked by him.
In the past weeks I’ve not seen a single thread being opened by Blacktide-players complaining about the hacker on their Server. You just show up to defend the non-existent respect you still imagine to have. You want to get treated as equal combatants? Then earn this respect.
It is comming to the game in form of guild-halls.
One of their features is a upgrade that unlocks a arena, complete with customizable environment (walls/traps/turrets or just decoration) and easy faction-swapping, so you can create whatever scenario you might like.
You have a fast-travel button for your guild-hall that you can use from any point in tyria. Group-members can fast-travel to your guild-hall as well.
I don’t know what you could ask more for.
Double-posting since something just truck my mind:
Supply-crate is kinda weird. the supposed 3 blast-finishers are just 1, the overcharge is a 50/50 chance for you to blast either a smoke or a waterfield, unless you run a mile to clearly stand in the right one & overall you really just drop it for the 2sec-stun, something you have faster & more effective access to with moa now…
So what makes supply-crate special? The med-kits? The single-target immob?
I’d like to replace it with the following: Mobile mist-teleport device (tf2 inspired).
It would work like this:
- Drop the first half of the portal on your current position. It stays there for 5min (just like all other turrets).
- Once it’s dropped, it changes into a second skill that lets you place the 2nd teleporter node where ever you want.
- Once both are placed, both go on a 150sec cd if one is destroyed or timed out.
- Once they are placed, the overcharge can be activated to open it for 10 seconds every 30 seconds
- Like mesmer portals, they’d have a 5k range, but even tho 2 nodes can be connected frequently, this one can not be picked up again, therefore has a higher cd than mesmer portals if they are used in combat (and therefore get destroyed fast) but way bigger utility if you want to run supplies in WvW or support people in PvE with frequent teleports between important places or events
- Their advantage for this trade-off is that they cause continuum rifts into the mists each time someone passes trough them, causing around 1-2k dmg on the target destination whenever someone passes trough it.
In my oppinion portal bombs would definitively still be a mesmer thing, since they have the stealth to back it up, and since the portal nodes from engis can be destroyed easily, they’d clearly not become such a thread to defenders as well.
In case we really see the turret rework, it could be quite interesting for an engineer to serve as bridge-head into PvP maps, since in legacy of foefire he could set up one of the nodes in a safe spot behind the lord-gates, and then protect & maintain the other mid-field with the help of his turrets.
Last time I checked the blog-posts, a-net wanted the classes to have more distinct roles, especially in terms of support. Why not give us this one?
(edited by Arantheal.7396)
I don’t think that turrets would become dependant on Tk with these changes, since you still could run them in their current fashion, by drop, OC & blow them up.
Tk would just become necessary if you prefer the camping option & therefore balance campers by eating up a utility-slot in order to make it work. They’d still have supply-crate (healing turret, net turret, flame-turret), additionally to another healing turret & 2 optionally chosen ones. While rocket & rifle turret would be the obvious choice, an additional net-turret could make this build into a decent cc build as well, while thumper would come with decent camp-protection from melees, and a additional flame-turret could potentially bring enough burns & blinds to make this into a valid on-point condi-bunker, that still allows for enough counter-play.
Alternatively the upcoming hammer could fulfill the same functionality with turrets, as well as mace if we ever get it with a future specialization.
Since tf2 has the only successful turret-balancing in PvP environments throughout all genres, I think it’s not a shame to copy the basic principles and balance turrets on that foundation to make this concept work for gw2 engis as well. Learning from a great successor is definitively a smart step, especially since I doubt that a-net already has a new concept for this utility-type.
Also, I don’t ant to become any class in gw2 to become a copy of tf2 classes. Engineers would still have kits, elixirs & even gadgets to have a very different playstyle to tf2 engis, and we’d still not have access to teleporters, like tf2 engineers would have…
(edited by Arantheal.7396)
Turrets would need a complete rework, and so far the only game I’m aware of that got turret play in a PvP environment right is TF2.
How does it work there?
Your turrets have so ridiculous offensive capabilities that it is viable for the engineer to camp next to them and keep them in check against incoming dmg, since turrets require frequent refills of ammunition & healing because of their fragility.
The turrets are viable there because maps are usually very narrow, and therefore make it hard for attackers to out-range them, and even then engis can decide to take direct control over their turrets (with the right loadout) & deal with that. the true hard-counters are soldier & demoman, who can spam aoe-dmg and therefore denying the engineer from properly supporting his turret, or even kill him in the process, while ubers from medics allow invulnerability for other characters, which then can spam the turret unpunished to death. And ofc there is the spy, who can just sap the turret & focus on the engi while it’s down.
Gw2 already has classes that can place aoe’s on high ranges, certain classes can temporarily ignore dmg, while still attacking, and stealth is accessible for various classes as well.
So in order to avoid the old bunker-turret cancer, I’d like to keep turrets as squishy as they are currently (maybe with slightly increased hp to counter insane condi-ticks), but allow engineers a way more active interaction with them.
First of all, turrets should receive their 1.5k range back. Most PvP maps are wide & open, so having a narrow range punishes turrets unnecessarily already. Turrets are meant as areal denial, and they should perform as such.
2nd, toolkit #1 should heal turrets to full health with each strike & remove a condition from them. That would punish single-target spammers, trying to outperform the turret heal of engis, since that is our advantage with them: easy maintenance. But since turrets would still be that squishy, unguarded turrets would still die fast, and if the attacker is using AoE, the engineer is in great danger of killing himself if he focuses too much on healing & keeping up his turrets.
3rd, Turret overcharges get reduced by 1 second per strike with tk #1, effectively halving the cd of any overcharge if an engi keeps maintaining them with toolkit (since the timer of the cd would still be running in the background as well).
4th, Turrets should have 0 cd if they are picked up. This allows for viable mobility on turreteer builds, especially if their position gets bombarded by meteor showers, or other heavy aoe, or is compromised by melees. The downstate penalty is already punishment enough for a build as fragile as turreteer. This would not reset their overcharge-cd’s tho, so moving them also punishes the engi with increased downtime on their overcharges. To make exploits with healing from healing turret impossible, the heal on placement is removed, but healing burst gets an increased healing output to compensate for it. Turrets still go on full cd if they are destroyed or blown up.
5th, to balance turrets against meele attacks, each melee attack on them stuns them for 1 second, with the exception of thumper turret, which in fact receives a dmg-output buff, that increases with each target within its vicinity by 10% (up to 50% due to the aoe-cap).
6th, turret dps should be buffed greatly, so head-first approaches are futile. In Tf2 killing a single character can happen quite fast, and one-shot kills are common. For Gw2 that would be totally overpowered tho. Still, to make turreteer builds viable, turrets should hit like a truck, and receive a 100% dmg increase on each skill. That would still prevent them from 1-shotting people, but ensure that attackers either have to use stealth, invulnerability, reflects or smart LoS’ing to approach them safely. And once they’re there, the 1sec stun on turrets from melee attacks would make the effort worth it.
Optionally, turrets should not be able to be picked up while suffering from this stun.
Another optional change would be to proc fortified turrets each time you overcharge your turrets, to prevent rangers from free-casting from +1.5k range away.
I guess these changes to turret mechanics would still conserve the currently favored playstyle (drop, overcharge, pop), but also enable engineers to bunker down and deny areas for a prolonged time, if they position themselves skillfully and keep an eye on their turrets.
Since turrets would still be very fragile on their own, and would become even weaker against melee-attacks, this also should prevent the old turreteer point-bunker-cancer from ever coming back. I assume choosing an elevated, hard-to-reach position, off point would be the most valuable approach to playing turrets with these changes successfully, which is indeed exactly like you’d play engi in tf2 as well. And if you ask me, that would be great fun.
(edited by Arantheal.7396)
Welcome.
What mirmil said is partly true.
He’s right in people only wanting dps specs in the current PvE side of Gw2, but there is indeed a trinity, even tho it’s not a holy one.^^
Basically you can spec any class towards pure dps, controll & support.
These roles are very fluid & usually combine elements of the 2 others, even if you decide to focus on one role. This is especially true for the engineer, since regardless what roles we specialize for, we usually have limited access to the other roles as well.
Our dps specs f.e. not only come with direct dmg, but with vulnerability stacking as well, hence buffing the groups overall dps, so there goes the support part for it. Further we usually bring a high amount of combo-fields & blast-finishers, allowing for either group-buffing, healing or stealthing. And last but not least, even our most pure dps rotations come with skills that optionally offer cc’s as well, allowing – if used with a brain – for precise placement of bosses or trash-control in general.
If we decide to go for controll, you’ll soon notice that many of our controll skills either are tied to high-hitting attacks, or in case of condition-cc’s (blind, chill, immob, cripple, poison, confusion) profit greatly from condition duration, hence buff the raw condition-dmg output greatly as well.
Also many of our support builds are tied to direct dmg as well, most prominent example being the trait “bunker down” in inventions, which drops mines & band-aids to the same time, while the healing turret also deals minor dmg and can be used as offensive cc.
And apart from these 3 main-types of builds, you’ll always try to pack as much mobility(leaps / swiftness / superspeed), survivability (invulnerability, protection/aegis/resistance/ stability uptime, personal healing, blocks) & utility (combo-fields/finishers, stealth) into your builds as possible.
Don’t forget that especially in WvW, the right buff-food can make the difference between solid or crappy builds, and it’s always a good idea to read up on the wiki about all the runes & sigils out there.
Once you get a hang of what you can pack into a single build, you’ll easily find your personal sweet-spot between your personal preferences & maximum build-synergy. And that’s exactly the point where you’ll own people left & right.
Keep in mind that gw2’s combat system is action based, so a good build is only half the way to success. The other half comes from your knowledge, reflexes & experience.
Keep yourself motivated, and you’ll soon become a valuable part of any party you join, because that is the true strength of engis: Making group-compositions work by filling whatever role is needed
(edited by Arantheal.7396)
+1 to this, but the lack of UI customization options was always a problem in Gw2.
Please allow plugins for custom UI’s. This is what makes other MMO’s so much more convenient.
Player-created, eye-ergonomic UI’s, with varying transparency. You realized that FOV customization is important for a game, now please go the next step and allow customization of UI elements.
I’ve desperately tried to make a shiro / jalis combo work in PvP, With devastation, invocation & retribution traitlines being picked. I tried with several rune/sigil combos, paired with maraude, berserker, knight & even soldier stats. I tried with s/s + hammer & s/a + hammer. Here’s what I’ve encountered so far with it:
- Even tho malyx allows for reasonable resistance uptime and awesome condi-control, all other legends lack condi-clears, making any encounter with condition-specs extremely frustrating. In my setup, I only had 1 condi-clear on legend swap & 3 condis cleared every 30sec with the jalis heal.
- While engaging into melee combat is rather easy due to axe #4 & shiros teleport, disengaging is almost impossible, especially because of high energy-costs on shiros evade & impossible oods, hammer #3 placing you back on the beginning of your leap, and hammer #5+ static road having high energy-costs as well. Once you are in melee you stay there until you or your opponent is in downstate.
- sword #3 kills you way faster than your opponents, since you have no direct control into what melee-aoe it will port you, eats up all melee-cleave dmg, and has no mechanic to compensate you for that. To make this skill work it should be an evade, or instantly blind every target you strike for a brief time.
- shiros heals is bugged. It appears to have an internal cd, only proccing its charges every 1 or 2 seconds, therefore killing you pretty fast, especially since it forces you to attack in order to heal.
- since jalis’ heal is your only condi-clear option (unless you pick the trait on legend-swap), 30sec is way to long for it. In general heals on revenant are on way too long cd’s. Options to fix that would be to reduce the cd’s drastically (90%) and give them appropriate energy-costs (35 or higher), just as the rest of the class is designed to work. Yes, I know ventari is your intended legend for healing output, but keep in mind that other legends must be at least self-sustaining as well.
- Axe #5 can be side-stepped easily on any range, a clear indicator that its field is too narrow for PvP. Either hasten the animation to trigger faster, or widen the impact area.
Last but not least, a comment its raw dmg output:
While it’s kinda okayish for PvP, in PvE it will always be laughed on since it doesn’t brings “valuable” group support, other than the 150 ferocity, and lacks a great deal of dmg-modification-traits & cd-reduction-traits. Currently the revenant could get 300 ferocity (+20% crit-dmg) and another 20% crit-dmg on targets below 50% (roughly 10% overall for boss-encounters), and 2×7% from minor traits leaving him with effectively 44% more dmg, given that he maxes out his crit-chance to 100% like other classes do. And since the auto-attack chain is partly a piercing projectile, loosing a great deal of dps against walls & obstructions, not even their vulnerability-stacking will make them remotely viable in dungeon-runs. The biggest issue is simply their lack of frequent high hitting attacks.
Even Hammer has viable dmg (compared with other classes’ ranged options) on max range on skill #2 & 3, but while double-sword attacks very fast, its hits are very weak. Skill number 3 was hitting 7 times with 1.2k each, leaving it with roughly 8.4k, on a 15sec cd, and that already is the highest dps skill on this weapon-set…
Currently the shiro “dps-spec” for dungeons is a dead horse, and needs a big dmg buff. Yes, we heard often enough that the coming CGC will make support classes more viable, but appart from jalis (projectile block & dmg-reduction) & ventari (projectile block & healing), there is not much support going on either, especially not if you consider what other classes bring to the table in terms of direct, dmg-preventing / negating support, while still bringing high dps-specs.
(edited by Arantheal.7396)
For the Supply Line mastery level, can you please, please, please create a recipe for one of the merchants to let us craft a molten jetpack (preferably an account bound, I think). Still really disappointed this hasn’t been rereleased for both all the new player and those of us (like me) that were not lucky enough to be graced with it as a drop (no matter how many times we ran molten facility).
While the crafting one is nice, its a wasted line for us that have maxed crafting
Is there anything else that can go with it on that “level” (not sure what else to call them)?
this
I don’t care how many ascended materials I’d need to craft it, but please make this skin affordable for less than 3k gold!
Especially since Engis are now liberated from the hobosack oppression, this skin is one of the most-wanted one amongst many engineers, not to mention other classes’ players who want to give their characters a mechanized look.
And just a suggestion, spinal blades backpack, molten jetpack, as well as other “winged” backpack skins should be customization options for our glider-skins
(edited by Arantheal.7396)
Will auto-loot work in WvW?
Edit:
And sorry for the other thread on the frontpage that I made literally 30sec ago. Didn’t see your post back then.
(edited by Arantheal.7396)
No idea if nerf or bug, but yea, it’s been that way since the feature patch.
yea, good luck against dagger eles (lightning aura, even worse when they happen to run a niche aura-share build), pew pew rangers (more burst than you, and if a trapper, way more survivability), rampage warris, engis in general, medi guards (insta-gibs you on this build, and kills you even in mistform, if they happen to run any condi-power), thiefs (instagibs you on this build, usually before you even know what’s going on), mesmers (insta-gibs you on this build, you’ll see it coming, but you have nothing to respond)…
and while necros have no real capability to insta-gib you, their marks & wells are unblockable, so half your defense is worthless, not to mention singet of might for warris & mirror blade on mesmer.
JFTR: these are no exaggerations, this is exactly what will happen. I personally love s/d, but with zero defense to back it up, it simply doesn’t work. The only reason why burst builds work for thief & mesmer is that they have the stealth to back it up, and in case they do the slightest mistake in their execution, they end up in downstate. You don’t even have this backup to begin with…
Additionally you only have 2 condi-clears every 15 or 20 seconds. I don’t know for how long you play PvP already, but that is a sure sign for a suicide build.
Your video shows only panicking players, not even able to respond or LoS’ing you properly. So judging from that, you played against people with very low MMR (Match making rank), just like yourself i assume. Trust us when we tell you that this build will not work in roughly a week, when you farmed enough wins to get matched up against experienced players…
(edited by Arantheal.7396)
I already have a full ascended sinister gear-set for my engi, because of WvW…
My body is ready, and i welcome this change.They specifically announced that group-roles will be more distinct and support gets a bigger role. And to defy the zerker stack-meta, it’s only logical to mess with their dmg output directly by scaling up toughness.
On the long run, this will also allow Necromancers & Rangers easier access to Fractals, since both are lacking in group-support (welp, spotter is still kinda nice), but come with powerful condi-builds, hence get better dps than guards, warris & eles against high values of toughness. Ele might still be high up in terms of dps, since they can stack burning the easiest currently, but it wears down as fast as guardians’ and leaves them with almost no condi-output. Not to mention that their attunements lock them out from effectively combining their condi-dps, due to short duration of both their bleeds & burns.So yea, engi becomes more than just a supporter, and necros & rangers will suffer less discrimination at higher fractal levels.
Could you explain how the condi stack meta is better than the zerk stack meta?
A beautiful example of zergburger meta hate, mixed with “this change doesn’t bother me, so I don’t care if it could be bad for you, for the game or for anyone else”. Who gives a kitten if people may have to spend hundreds of golds in ANOTHER ascended set, possibly on multiple characters if they have to switch profession often, and all of this on TOP of the gold grind for agony resistance? He’s already got it!
Honestly? I pray the meta won’t shift to 4-5 sinister because I hate DoT playstyle – it disgusts me even more than full tank. At this point, I’d rather play healer, and I’m not joking.
I probably will, if feeling cornered.My hope would be to see variety in mob packs (Afflicted!) as to favour both glassy playstyles and a good, varied instability system that doesn’t destroy some classes completely…
… but I know this won’t happen and we’ll get some hp bag mobs with crazy toughness and 25k aa on crit with aoe so that it kills pets and phantasms in a sec okthxbai/choked sob
This is not WoW, where you have 1 set of healer gear, 1 set of tank gear & 1 set of dps gear, perfectly fitting for solving all the content in the current raid tier.
In gw2, stats are not meant to be all-optimized for every situation you’ll ever encounter, they were meant to serve as solid foundation for all the various builds a class has to offer, while the content was intended to force you into adapting to the encounters quite regularly.
What went wrong, is how easy the encounters are, and how easy stealth & leaps allows you to skip trash or even whole encounters.
So now that they attempt to fix that, and give you something engaging to chew on, zerkburger meta-heads like you are becoming the hilarious nay-sayers, criticizing the new content before they even could get their hand on it, ironically after years of salty comments on how easy the content is.
You know what?
It’s entirely possible that a-net kittens up again, and the content will be as easy to solve with zerkburger stacking & skipping as before.
How about you try it out, before you spurt slurs, promoting nothing but your salty opinion. Better start farming and get ready to craft your new optimized gear, once you know what you’ll actually need. Chances are you don’t spend a single coin.
All I wish for the hammer is to have decent access to leaps (at least 2), AoE cc (arguably with medium cd’s) & a AA that scales better with power than rifle, somewhere between the range of nades & bombs. If #2 and #3 then come with decent dps as well (high impact / low cd), I’ll be a happy forge, ready to embrace any kittenty minion AI they might throw at us.
No sustain, other than vampirism runes.
Gearshield won’t protect you against necros & mesmers and since you went full baIIs-to-the-walls, you have no come-back mechanic against conditions, as well as thiefs in general.
And the lack of any stunbreaker is basically the nail in the coffin for this build.
No to mention the current problems with TB-skill-queuing when s/d is active.
Static discharge are one of my favorite builds, but you have nothing to back it up in your build, and the trait is currently buggy as well.
I already have a full ascended sinister gear-set for my engi, because of WvW…
My body is ready, and i welcome this change.
They specifically announced that group-roles will be more distinct and support gets a bigger role. And to defy the zerker stack-meta, it’s only logical to mess with their dmg output directly by scaling up toughness.
On the long run, this will also allow Necromancers & Rangers easier access to Fractals, since both are lacking in group-support (welp, spotter is still kinda nice), but come with powerful condi-builds, hence get better dps than guards, warris & eles against high values of toughness. Ele might still be high up in terms of dps, since they can stack burning the easiest currently, but it wears down as fast as guardians’ and leaves them with almost no condi-output. Not to mention that their attunements lock them out from effectively combining their condi-dps, due to short duration of both their bleeds & burns.
So yea, engi becomes more than just a supporter, and necros & rangers will suffer less discrimination at higher fractal levels.
Redesign the minor to give us the old +10 endurance per toolbelt skill used.
It was pretty satisfying to get rewarded with a free dodge after firing off your s/d voley…
Alternatively, allow vigor to stack with other sources of endurance regen increase. It was 100% endurance regen pre-patch anyways, so I don’t see an issue with that… thiefs also would profit from it, and they already suffer enough from us…
Actually, I’d like the following overhaul for tools:
Optimized activation: Gives you 10 endurance per toolbelt skill used.
Reactive lenses: does not trigger when blinded anymore. seriously, it’s the worst stunbreaker trait currently, since blind exists in abundance, setting this trait on cd almost always in the most inopportune times
Streamlined kits: Remove the kit-refined portion of this trait entirely. Either gives us +50 endurance when swapping (5sec icd), or 2 seconds superspeed (5sec icd), on top of the regular 20s swiftness (20sec icd). So we can lean back and swap once every 20sec for ooc swiftness, and actually profit from rapidly swapping while in combat as well…
Takedown round: Let the charge go off way faster. the delay is too big for PvP. And the >50% restriction makes this trait borderline viable in PvE. It should be removed as well.
Kinetic charge: Increase the duration of the resulting buff to the same duration as its internal cd. Some builds only want to use their toolbelt in the most opportune times, and choosing this trait punishes you for that.
Gadgeteer: Make this trait to permanently reduce gadget-cd’s by 25%, while also giving us their enhanced version permanently.
While dimes is right, in solo-Q and WvW in general you’re not always meeting people in your channel, but have to fight together.
Giving them a better visual clue about what to blast & what not would help greatly with that.
+1
Many of my silverwastes & drytop achievements are gone, my luminescent armor collections are locked, my LS S2 is blocked and all achievements rested…
Further I can’t switch traitlines anymore.
Fix that rather now than tomorrow
dark-fields blast blindes…
smoke-fields blast stealth…
Also:
“Mortar 1 through mortar 4’s light field cleanses conditions on every. single. shot. How’s that for engi cleansing guys?”
Pretty bad. The cleanse won’t trigger unless the shell itself is passing an enemy. Works good enough in PvE-stacking, but good luck with trying to frequently let your shells
a) pass a lightfield
b) then pass a target
c) within 240 range
in PvP. People move in chaotic patterns & in close-range you receive higher dmg from other enemies, making your effort to cleanse not worthwhile at all.
Please don’t call out others as “newbies” if you don’t actually understand how eactly this skill interacts with combo-fields. Even without any arrogant intent, you spread false informations.
Ty, have a nice day.
Is there anything else that can go with it on that “level” (not sure what else to call them)?