Showing Posts For Arimas.3492:

When will condition damage be addressed?

in Guild Wars 2 Discussion

Posted by: Arimas.3492

Arimas.3492

This mostly pertains to both PvP and WvW but making a thread in each is clutter so I post this here.

As the title says when are conditions going to be seen as a problem? With the addition of burning stacks and confusion changed so DoT and on skill use damage and the high amount of stacks you can achieve with these two extreme high damaging conditions are they going to be changed?

Conditions as a whole aren’t a problem its just burning and confusion. The amount of stacks certain classes can do in a short amount of time is way too high, and nearly uncounterable even with cleanse.

I can speak for Engineer as its been my main since launch and I play Guardian as well. Mesmer I’m familiar with and have tried condition builds too.

For Engi its very easy to stack 10+ burns in as short as 2 second. And with high condition damage they’ll tick for 5000 damage per second. Even if you have a really good reaction time you will still take at least 1 or 2 ticks for 5-10000 damage for cleansing, maybe 3 ticks for certain skills with cast times (Elixir C for example). having 1 condition do this much damage is completely ridiculous! 10 stacks of burning for me on Engineer does 4700 damage a second whereas it takes bleed 37 stacks to achieve the same damage per second! that’s almost 4 times as many stacks! Sure burning is a “burst condition” but doing nearly 4 times as much damage as bleed? That’s very over-powered.

Same thing with Guardian. High amount of burning application/damage and tons of healing/block/blind/cleanse capability.

Could fix this is a couple ways:

1. Turn down scaling of burning to about 1.5x or 2x the damage per second of bleeds or,

2. Reduce the current stacks on burn applying skills in the game (Judge’s Intervention applies 3 now, make it apply 1 or 2).

As for Confusion it should go back to how it was before, only damaging the player when they use a skill and not have DoT and also the on use effect. and also reduce the damage/applications.

The Mesmer for example, the most recent OP class, has huge amounts of access to confusion after the specializations patch. For the condition builds I’ve fought mesmers who apply 10+ stacks of confusion and 6+ Torment in a couple seconds and can do it again and again with nearly no downtime. Fights with a condition mesmer is almost an impossible fight even with a high amount of cleanse just because they have such large amounts of application in short amount of time and on short cooldowns.

Not to mention the high amount of defensive abilities that are baseline with their mechanics and skills. Especially the current condition meta, even with the PU nerf is still way too defensive for how powerful the output of damage is. Stealth, constant interrupts/daze, high amounts of blind, teleports, blocks, invulnerability. And they can still deal thousands of damage in conditions while avoiding your every action.

I’m sure this hasn’t been address because of the expansion but hopefully burning and confusion and the classes who maximize them will be addressed when balancing comes after launch.

Please leave your input below I want to hear others opinions! Thanks for reading!

Trapper Runes - Eternal Stealth.

in WvW

Posted by: Arimas.3492

Arimas.3492

Simple fix: Make Thieves traps deal small direct damage like they used to so they get revealed. It’s not a huge nerf it makes them perfectly balanced.

Thieves can still take SR which most do anyway and still have tons of stealth. Being perma stealth and able to kill players while never coming out? That’s just broken, its not skillful, its not balanced.

Turret - Will they stay that miserable?

in Engineer

Posted by: Arimas.3492

Arimas.3492

Honestly the only way I could see turrets being viable again:

1. Take no condition damage. Especially with burns now turrets die before you can even see them on your screen.

2. Add the auto-repair trait they removed as baseline and make it 10% every 3 seconds. This was the trait that made turrets worth it especially in WvW, now only way to repair is tool kit.

3. Lower the CD’d of Rocket/Thumper to 30 seconds. The CD’d were pretty ridiculous are that long. Maybe even normalize all Turrets to a 25 second CD.

4. Make Rifle-Barreled Turrets baseline. This was also a huge trait, 50% more range and 15% more damage on all turrets was awesome. It kept enemies from getting too far in WvW and having them be more far apart the turrets wouldnt die as fast from 1 AoE.

Other than that I don’t see how else they would be good, these changes were made in reason with what Anet would actuallly do and not what I’d hope for.

What I think would be a good change

1. Up the damage on turrets by quite a lot

2. Make them last 15-20 seconds each, increase the time between some of their attacks, Net turret mostly.

3. Normalize CDs to 30 seconds.

That would make them more in line with Gyro’s. They’d be almost like the offensive AI where Gyro’s are more defensive for the most part.

Healing Turret is a pretty amazing heal and none of the heals can compare to it for engi, but I wouldn’t say its OP, normalizing the CD to 30s is quite a nerf, maybe keep it as is.

Also for HT maybe make the heal be better over time making you want to keep it up, kind of like Medic Gyro.

Just my 2 cents.

Edit: Also another thing to add, make the turret’s overcharge abilities cast when you hit the button and not on the next interval. Could go for either of my suggestions.

[BOOM] Rocket Blast [Yak's Bend | NA]

in Looking for...

Posted by: Arimas.3492

Arimas.3492

Hi! My name’s Nogard (all in-game toons last name) and I’m the guild leader of a small guild called Rocket Blast. I started this guild a few months ago because I wanted to find players of similar interests so we can all be in one place!

The main focus of the guild is WvW havoc and roaming play, with a secondary focus also with PvE in the upcoming content HoT doing raids especially, because raids are fun!

What’s WvW Havoc? Well WvW Havoc is a play style with smaller teams of maybe 5 or 10 players who assist in other ways a normal zerg would not, by creating diversions, capping secondary objectives or even assisting the zerg take an objective by hitting where they aren’t (i.e. Zerg attacks main gate of OL keep in EBG while the havoc squad hits watergate to maybe get a breakthrough before the zerg and also create a diversion inside).

We’re not a hardcore guild and we play mostly on the weekends and are family friendly. Scheduled times would be on Friday & Saturday nights around 7:00PM PST. I myself do to work during the week play mostly during the morning/midday Tuesday-Friday around 9:00am-2:00pm PST. Though any timezone players will be accepted as to further expand our reach!

Contact info:

Bard Nogard (in-game main) or Arimas.3492

Thanks for reading!

Medkit analysis and suggestions

in Engineer

Posted by: Arimas.3492

Arimas.3492

I think a cool change to Medkit would be make the #1 a radial skill, like 360 radius and increase the heal.

The #2-5 should be buffing skills that buff the next #1 skill, so like #2 would heal 1k and remove said condition upon the engi casting #1.

[Scrapper] - Raid Worthy Hammer Builds?

in Engineer

Posted by: Arimas.3492

Arimas.3492

I ran the raid a few times with scrapper, mainly going for the “tanky” role. I used all Soldier stat armor with strength runes (Pack runes would probably be better for extra fury since might is so prevalent) and all Knight’s trinkets with a berserker weapon.

I ran hammer of course, amazing weapon, and healing turret, blast Gyro, elixir B and grenade kit. I used mortar kit mostly but also tried Sneak Gyro for the extra detonation perk with the super speed on Gyro kill.

Main role besides dragging the boss around was giving allies super speed to get to the blue lightning quicker. It worked pretty well.

Update: http://gw2skills.net/editor/?vdAQFASnUUBtoiVXBmYB0ehl7jieVj1aNciCgM5bGCoCC-TxhFABA8AA+TJIhq/cmOgZ2fYJlfJcBAIFQEjBA-e

That’s the build link I was using. High armor and still really good damage. Besides kiting and stuff like I said main role was giving super speed too allies and also using Function Gyro to res allies.

(edited by Arimas.3492)

Why the AI?

in Engineer

Posted by: Arimas.3492

Arimas.3492

Two things I want to know why they made these AI knowing that:

1. Engineer already has a “minion” system through turrets, which were now nerfed beyond usability.

2. They made the game, played it for years and they know AI is god awful, but made the entire elite spec around this completely bad mechanic, called AI.

That is all.

Beta Weekend Scrapper Feedback Thread

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Posted by: Arimas.3492

Arimas.3492

Just thought of a new idea for Scrapper’s Function Gyro, currently the “mechanic”.

My idea is to make the Function Gyro something that’s always out and hovers close to the Scrapper when not being commanded. It can still do the same things as it does currently, finish enemies and revive allies, but when it’s done it comes back to you. Increase the health quite a bit, mainly because in its current form I’ve had downed players kill it in 1v1’s. Also when the Scrapper were to go down, as long as the F Gyro is still up, it will begin to immediately res the Scrapper unless CC’d or killed. If it’s killed, only then will it go on a 15 second CD (I think 30 seconds is too long, this is the class mechanic).

Some of the traits could be reworked into buffing the Function Gyro, like Stabilization Core, it would work the same way it does now, but the stability would only pop up on you and the gyro when you command it to finish or revive a player. The Gyro when commanded will shadowstep to the position of the player to finish/revive (1200 range).

This is just what I think another good idea might be for this “mechanic”.

Suggestion: Adaptive Armor rework

in Engineer

Posted by: Arimas.3492

Arimas.3492

Honestly this trait is perfect the way it is, besides the fix it needs for being bugged to reduce the condi duration on top of damage. But other than that its pretty much one of the only great traits engi has overall.

The class has always been weaker to conditions versus other classes and this is a great fix, and the toughness is also good considering Scrapper focus was meant to be tanky. Necro’s have the same trait minus 200 toughness but their’s is much easier to upkeep and relies on the Necro and not the enemy, plus as a class they have higher base health and a life force bar, and I don’t see you calling for a nerf to them.

Scrapper as a whole is really in a “meh” place right now, the only thing it really needs is changes or buffs to the utility gyros and the mechanic, because compared to other classes they are really second-rate.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Arimas.3492

Arimas.3492

I really like this suggestion though I think the fuel level should be something like 50 or even 100, gyros are meant to be pretty active all the time, even in current implementation (which I think is complete kitten/see my post page 6 feedback thread) they have a pretty high uptime.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Arimas.3492

Arimas.3492

My honest opinions running scrapper in WvW, with my current build for the most part only using Bulwark Gyro, then trying a full on gyro build.

Hammer is really good, seems like it needs some fixes though:

1. Rocket Charge evade seems to not work all the time, I’ll use it but still take AoE damage all of the time, and a few times I got feared mid skill too.

2. Shock Shield’s block doesn’t seem to work all the time as well. was fighting a hammer Revenant and while blocking I got knocked down by Drop The Hammer.

3. Thunderclap is a good skill though I think it should be a 2 second stun being its the big shot skill on the hammer.

Gyros:

I’ve used all the gyros, and they all suck pretty badly. Even the Function Gyro the so-called “elite mechanic” is terrible, and I’m not considering the bugs in that judgement.

1. Function Gyro is a good concept but poor execution. Having a ranged stomp/res while you can keep moving is good, making it a gyro is bad. Not sure if intended but it takes 6 seconds for it to finish, needs to be 3 in line with a player finish. 30 second CD is ridiculous for a class mechanic. Other classes get transforms or an extra dodge and changed dodge for damage even. For example a Druid in berserker armor can heal more than a cleric guardian.

IMO Function Gyro should have no CD but have a max of 2 out at once, like charges.
Also it should be able to finish someone while you the player are downed, say in a 1v1 you both go down you should be able to use F gyro to finish them.

2. All of the other gyros in general are bad, mainly because they are AI, they can’t follow for crap even in combat. They will die instantly, even in a 2v2. I’ve had function gyro killed during a 1v1 when I downed the guy, he auto-attacked it dead before it finished.

Feels like they really skimped on the utilities here, they kept hinting at “fuel” though its just a timer. I guess Glyph of Elementals for Ele’s are also on fuel. Either they need to make a real fuel type mechanic for gyros, or if they stay at 15 seconds make them immune to all damage and follow you so close the blades hit your helmet.

3. Blast Gyro Tag, probably the worst mainly because its way too counterable. First off you can use any evade/dodge to evade the tag and secondly even if you get hit you can do the same for the gyro itself. IMO this gyro should just hover around the target dropping bombs on them for duration.

4. Purge Gyro, not a terrible gyro in its uses, making it AI is its downfall really. It should pulse the cleanse AoE though, and make it a 1 or 2 second interval, 3 seconds is too long you can take 8k burn damage in that time alone.

5. Bulwark Gyro – good concept but being that its AI its following kinda stinks, and it takes damage. -50% damage is good, but it has low health and every time I’ve actually needed to take 50% less damage, when I pop it out I’m wondering where it is, then I realize oh its dead already. Anet’s reason was it should die instantly when used to protect 5 allies, but you’re not really protecting any damage if that’s the case because the gyro is probably taking its own damage from AoE/Cleave, and then its also taking 5 allies damage too, so if all allies got hit with a few thousand damage the gyro is dead instantly and the players barely get any benefit.

6. Shredder Gyro – Probably the worst skill in game honestly. Not even going to talk about this one because they should just think of another gyro and scrap (heh) this one.

7. Sneak Gyro – was actually decent, though its useless for anything but preparation. Can’t run away with it because it will show where you’re going, and it won’t even be able to keep up anyways as by the time I’ve been running 5 seconds its 2000 range away.

IMO should be 4 second’s every 1 second interval, and AI needs improved so it can follow you. Also for the self-destruct it needs to do no damage, what’s the point of using the stealth gyro if when you want it to go away it will reveal you, literally counter playing yourself for the enemy.

These are all my opinions. Been playing Engineer since launch and I’m pretty salty at the second-rate effort it seems was put into the mechanic and utilities.

Gyros immune to condis

in Engineer

Posted by: Arimas.3492

Arimas.3492

Gyro’s, including function are completely terrible anyways, AI that’s bad and only lasts 15 seconds the only thing that will make them good is if they are immune to everything honestly.

Function Gyro Bugged?

in Engineer

Posted by: Arimas.3492

Arimas.3492

I’ve had it loop on me before in WvW, was fighting a druid, finally downed him and cast F gyro, kept on going for like 10 seconds then I ended up just finishing the guy myself.

Function Gyro is pretty buggy, and also it seems when it works takes like 6 seconds to finish anyways though I’m not sure if that’s intended or not. Plus, for a class mechanic, its pretty kittenty. 1 stomp or res every 30 seconds, when half the time its easier to finish myself. Would be more useful if some more features and fixes were added. It should also:

1. Be able to finish someone while you are downed. So say you’re in a 1v1 and you both get downed, if F gyro is off CD I should be able to press F on the enemy to finish.

2. Far fetched but maybe a self-revive too, though since you can’t click yourself maybe add a button.

3. 30 seconds is too long of a CD, preferably IMO it should have no CD but maybe like a max of 2 gyros out at once, this is the ELITE MECHANIC after all. But if it has to have a CD, maybe like 5 or 10 second.

4. Fixes, make it so F gyro finishes in the same time as the player (about 3 seconds). I’ve had it start finishing, and then like a second after I’ll finish and end up doing it myself because I finished quicker.

Scrapper Bugs Thread

in Engineer

Posted by: Arimas.3492

Arimas.3492

30:34 – 31:33
This is the timestamp where they’ve spoken about this trait in the PoI episode about the scrapper. I’m not aware of any other occasion where they’ve spoken about this trait.
Please link me your source, so I can get the latest infos as well.

Until that, it’s a bug in my book.

Uhm… It just what the trait says. The thing you linked was my source. The trait says that it brings down condi duration by 20%, that is what happens. The fact that it stacks with -condi food and Mecha Legs is just very very strong synergy and not a bug.
If you want this to be adressed (Rebalanced) please post that in the Scrapper feedback thread and do not note something that is in your opinion overpowered but not broken in a bug thread.

The trait doesn’t affect duration at all, it decreases the condition damage by 20%, so a 1000 burn does 800 now.

Suggestion for Elixir S

in Engineer

Posted by: Arimas.3492

Arimas.3492

So I was practicing a healing/support build with Engineer and I’ve started to run Elixir S with it. One thing that happens when you use Elixir S is it locks all of your skills out from use, like most invulnerable skills, but it also puts lock icons on every one of the skills too, so you can’t see cooldowns for them.

So my suggestion, if possible, would be to just show all the skills but make them not usable. This would definitely help a lot because in my experience I’d pop Elixir S when I’m being targeted or ressing under fire, and I can’t remember what is and is off CD in the heat of battle. So being able to see if heal is up, or another defensive skill is up would be great!

How Do You Think Gyros Can Be Improved?

in Engineer

Posted by: Arimas.3492

Arimas.3492

So I watched the POI about the Scrapper, I was fairly impressed with the hammer and the Gyros looked cool but in reality, IMHO they really suck.

All of the following suggestions are my opinions

My ideas for improving the Gyros:

For the record I think that these Gyros, all of them, should be immune to conditions and not be able to crit. I’d love if they were totally immune to all damage, but could still be CC’d. Being that they have a short time out in the world I don’t think its fair to have them able to be cleaved to death. Just look at turrets, they can take condi damage and direct, they’re pretty much useless.

1. Medic Gyro – It’s currently pretty weak mainly because of the way it heals. A 2.5k heal on activation then 800 every 3 seconds for allies as well in the 300 radius. The concept it overall good but the time in between the heals is bad. If it did the same healing it does now but instead heals 800 health every 1 second it would be worth taking. As it stands the good ol’ healing turret will still be the best choice.

2. Bulwark Gyro – Also a decent skill in concept, who doesn’t like taking less damage? The main problem is that it takes damage for you AND allies in the radius. There are no current numbers but in the stream the turret took about 4,000 damage at one point and the health bar ended there at about 66%, so it seems like the gyros have 12,000 health total. If that’s the case, then in any more than 1v1 the Bulwark Gyro completely fails. In a PvP scenario you’re on a point in a 3v3, as soon as you pop this gyro it will most likely die instantly because it just now took 50% of the damage from 3 players.

My suggestion would be to either greatly increase the health pool, maybe 30,000, or make it take no damage at all from cleaving or AoE’s and only take the damage from things affecting you (even still that last suggestion is meh).

3. Blast Gyro Tag – I don’t like the way this gyro works at all really, the dart projectile is a silly idea IMO and seems like it will be hard to tag anyway, plus is can be intercepted. Even if you do make contact now the enemy is prepared for what’s coming and can easily dodge the gyro.

My fix would be make the gyro not have to throw a dart at a target but just to call out the target itself. So you’d cast it and then the gyro pops out and does its thing. Another solution is maybe make it ground targeted that way at least you can anticipate where the enemy is going and deliver the payload.

4. Shredder Gyro – This is probably the worst one of all of them. It has extremely low damage and is basically a whirl machine that stays on one spot. Whirl finishers are very random already and unless it shot a bolt every .1 second it still might not be good. A fix I had in mind would to make this an enemy targeted skill, and when its on the enemy it follows as they move and applies bleed. I’d say keep the whirl finisher on it, I don’t think it would make it too OP with those changes.

5. Purge Gyro – This is decent at best, remove 2 conditions every 3 seconds, and then it goes to allies to do the same. What I don’t like is it physically goes to an ally and purges the condis on that ally alone. IMO it should be an AoE purge and not have to go to an ally at all. Its a pretty nice sustain condition remover, but most of the time in PvP/WvW conditions come in bursts. so you’ll get 4+ conditions at one time. I can’t see this being taken over Elixir C for removal. Another change maybe it removes 5 on activation and 1 every 3 seconds. That would be good for a burst, then sustain afterwards.

6. Sneak Gyro – OMG LONG STEALTH HOLY CRA..oh wait, the Gyro remains visible? What’s the point then? Especially since this specialization is seemingly PvP oriented, why make it so the enemy knows exactly where you are? The stealth is great and very long but I think the Gyro should be stealthed as well. In this case if the Gyro is also stealthed, I think the duration should be lowered to 15 seconds. If the gyro should remain visible, maybe increase the radius of the effect to 450 or 600 (as it seems the Gyro has following problems anyway), or make the gyro stealth for 1 application on, then 1 off. so at least you can move around without the enemy knowing where you are, then the gyro pops out for a few seconds and goes away again. Some counterplay is there but its still effective.

Overall the Toolbelts are pretty good, I know I’ll probably be taking Bulwark just for the reflect bubble alone, as that is amazing in WvW. The Purge Gyro toolbelt is meh for me, we already have good access to poison and 1 field for it with mortar, I don’t think we need it on this toolbelt.

Thanks for reading! Please post your suggestions for improvement as well!

[BOOM] Rocket Blast [WvW | Yak's Bend | NA]

in Looking for...

Posted by: Arimas.3492

Arimas.3492

Rocket Blast is recruiting!

What We Do

We’re a small havoc and roaming guild in WvW! We specialize in aiding the zerg if they need help or a distraction, or while the zerg is fighting the enemy zerg we will take other objectives to hinder the enemy completely, and also we will roam to take out scouts or small teams to keep them from giving away our position.

How We Fight

Being that we are a small force, we have to be the best at our classes we can be in order to win fights, even outnumbered. So in order to do that we come together as a guild and brainstorm how our builds will affect allies. So running support is common, or hybrid (like a damage spec with good group condi removal/ Guard shout dps for example).

Communication is also key as if we can’t know what out objective is, who the target is or if an ally is in trouble, its a hindrance. So we do use TS3.

What Are We Looking For?

We’re looking for any WvWer who wants to roam/havoc with us! We have openings for all classes! When you join we’ll bring you right up to speed with things, like other guild members play styles, etc.

What we won’t accept is any racism/sexism or other hateful attitudes that bring people down. We’re a very friendly guild who love to have fun so there is no tolerance for hate (EXCEPT THE ENEMY!). Also we are family friendly, multiple members have kids of their own. We’re not super hardcore when it comes to scheduling, so casual play times are indeed welcome!

Contact

You can contact myself Bard Nogard (Arimas.3492), the guild leader for info in game. mail me if I’m not on or whisper if I am. Or you can leave a post here!

Thanks for reading! And good luck in the mists!

How does elite get to 3rd party before here?

in Engineer

Posted by: Arimas.3492

Arimas.3492

I think they mean why did the 3rd party site (mmorpg.com) release the article about the Scrapper, engi’s elite spec, before GW2 did themselves on the main site.

To answer they’ve done this for every elite spec release.
Monday-Teaser image from Anet, usually on Twitter/Facebook.
Tuesday-Nothing about elite, maybe a patch.
Wednesday-3rd party site releases [some] info about the elite spec.
Thursday-Anet releases an official article themselves with more info.
Friday-POI livestream demonstrating everything.

Hope that answered it

[Poll][PvP] About the Bomb fix.

in Engineer

Posted by: Arimas.3492

Arimas.3492

Since they’ve fixed it bombs would be pretty good for a hybrid build now IMO. Might start working on one! Build #7 xD.

[BOOM] Rocket Blast [WvW | Yak's Bend | NA]

in Looking for...

Posted by: Arimas.3492

Arimas.3492

Rocket Blast is my WvW guild I started recently with 2 of my friends who I’ve been playing with for years now. We’re a small guild so we’re a pretty close group, though don’t be afraid to just jump on in with us! We’re primarily a WvW roaming and havocking guild looking for players who like to do the same. We focus on building a expert team of players with build synergy and team play!

Guild Leader: Bard Nogard (Engineer main) [Arimas.3492]

Tag: [BOOM]
Name: Rocket Blast
Focus: WvW (some PvP/PvE but not too much)
Timezone: NA, usually on around 7:00pm-2:00am EST

We’re a pretty relaxed guild, not 100% rep required. I only ask you rep while running with the group in WvW.

Shoot me a message in game, add me or send me mail if I’m not online and I’ll get back to you! Anyways thanks for reading!

Guilds: Activate Recruit Mode!

in Looking for...

Posted by: Arimas.3492

Arimas.3492

[BOOM] Rocket Blast is a guild I made for WvW roamers and havoc groups on the Yak’s Bend server. Mostly WvW but myself and some other guildmates dabble in PvP and PvE.

We’re primarily active from 6:00pm-2:00am EST nightly, I myself am in Alaska where as others are Mid/East coast but we make it work.

We’re a close guild who’ve been playing together for years, not a large guild by any means so if you’re into tightly knit groups then you found us! As a guild we like to create builds with synergy in mind to be of better effectiveness in fights.

My in-game contact info is : Bard Nogard (Main Engineer) or Arimas.3492 for account name if I’m not online.

Thanks for reading!

Toolkit/Turret interaction proposal

in Engineer

Posted by: Arimas.3492

Arimas.3492

I do like the idea you have as its very unique, would be cool to try to play with the suggestion you made.

IMHO though I think the only way turrets, especially a full turret build would be viable anymore after the nerfs its had is to make turrets follow the player (like Necro minions) or make some traits that boost health a lot and bring back auto-repair.

Turrets are extremely weak now, being that they can take physical AND condi damage, the highest health turret, Thumper Turret only has 12k health and the others are all lower, literally 1 good sweep from a zerk war’s GS per se could wipe out turrets.

Another thing Tool Kit is the only real synergy trait paired with Turrets and having to sacrifice DPS to whack a turret to repair it (very low % too) is ridiculous. Plus the fact that you have to be melee range to heal it with tool kit most skills will end up hitting the turrets just because you’re near them, and kill the turret.

All of my opinions are based from a WvW perspective, I don’t do much PvE but I did do (I think a fractal) once where the Net Turret was pretty well used keeping this Tar Elemental boss from retreating or something. So that was good. But outside of niches like that I don’t see turrets being good in WvW again.

Now I realize why there's no balance forum

in WvW

Posted by: Arimas.3492

Arimas.3492

Because Anet doesn’t even play their own game.

Just a minute ago in WvW on my guard, came across condi mesmer, I have 5 cleanses on this build I’m running with meds. Condi mesmer bombs me with 10 confusion and 9 torment in about 2 seconds then i cleared it and went after him, he stealths and comes back to apply another 8 stacks of confusion on me and 6 torment. This goes on 3 more times when I’ve used all my cleanses, 2/3 of those times i had double digits of torment and confusion applied to me in seconds. And now because I have no more clears I’m dodging trying to get away and in the end I died with 21 confusion stacks and 13 torment.

Talk about broken

Med Kit Suggestion

in Engineer

Posted by: Arimas.3492

Arimas.3492

So I’m pretty sure I’ve read this idea somewhere else and a guildmate and I were discussing the effectiveness of the Med Kit to heal others.

The Med Kit had a pretty nice change for outgoing heals than it did pre-patch but I still think it could use some buff, mainly talking about the throwables here because IMO they’re not that great.

The idea was instead of throwables was to make them have the same effect but instead empower the Med Blaster skill with what their effect was. So say Throw Bandage it does a small amount of healing and also applies regen + remove 1 damaging condi. Make it instead overcharge your Med Blaster so that it will apply the effect to the Med Blaster skill and give the heal effect/regen/remove 1 dmg condi to all allies it will hit.

Keep everything else the same but basically make it so if I use Bandage then my next Med Blaster will hit the ally with an instant 1.3k heal(based off my heal build stats) the regen and condi removed and also have the normal effect of the Med Blaster itself.

Just a proposal. What do you all think?

Orbital Strike

in Engineer

Posted by: Arimas.3492

Arimas.3492

My normal build for WvW roaming usually includes tool kit/rifle/nades (or bombs) with the mortar kit and i usually set up the Oribital Strike by casting it near me then pulling with Magnet the enemy and net shotting them, they take the full 2 blasts(traited) and then i go hame with a barrage or big ol bomb/blunderbuss etc. pretty good combo, works extremely well if you time it right and use the Elixir U (which is great now since it has no drawbacks like it used too).

Soldier build for wvw

in Engineer

Posted by: Arimas.3492

Arimas.3492

I run full Soldier armor builds in WvW all the time. Engineer’s have a lot of options for just raw power, non critting builds in WvW.

Though not as common anymore a full turret build is still fun and viable in WvW. I run it occasionally because turrets are what brought me to Engi because they’re awesome.

At the moment though I’m experimenting (still with Soldiers armor) builds like with Flamethrower as the “Main” weapon and using pistol/shield for utility because shield is great. One problem I’m having though is just condi removal.

Flamethrower is very common now though but I’ll make the build I run real quick in an editor and come back. Build I normally run is below. I left the 8 slot open because I change it often. If i notice heavy condis ill use the elixir, otherwise I like to use rocketboots/slickshoes/tool kit. Also I missed it but Rifle can be used with this as well, I’m just testing p/s atm to see if the utility is better off than using rifle for the dmg.

http://gw2skills.net/editor/?fdAQJAqOlUUpWL2Wh1rRqLoQvzC2CQGgCIyFGDA-T1BEABks/Q2nAgWU/xJlfA8AAOQJob6BIEggtA-w

And as for zerg builds, a lot of engi’s run condi’s with Bombs and Nades and throw out as much condi as they can with having high health. Also power builds are common as well but I’m not exactly sure what armor, but I know they use Flamethrower and Bombs for constant pressure/tagging.

(edited by Arimas.3492)

D/P build WvW

in Thief

Posted by: Arimas.3492

Arimas.3492

I’ve only recently made a thief and got to 80 so take this however. But in WvW I think the 26006 doesn’t work as well because its all burst/dmg with little defensive perks, in sPvP there are a lot more people build high damage/low defense builds and than there are tougher or more bunker builds compared to WvW.

Because in WvW there are more ways to get power and more rune set/gear combos that allow for good defense as well as good offense that can’t happen in sPvP. That’s why a lot of the burst thieves using d/p go 6 into SA because the stealth heal/condi removal is very effective. Casting a SR can heal me full from maybe 40% health as full zerker without using a heal.

And about builds, the most common effective one is 26600, I’ve used it and it works great, though I am experimenting currently with different options because the dual pistols is what I really love about thief, so using d/p with p/p is my dream build.

Can't Finish Downed Players

in Bugs: Game, Forum, Website

Posted by: Arimas.3492

Arimas.3492

I WvW a lot and a problem I’ve come across and I’ve heard others too is not being able to finish downed players. Its a huge hindrance as normal 1v2’s which i come across often normally I can win but because I can’t finish off the downed players the other guy just resses them and I’ve blown my CDs. It doesn’t occur all the time either, sometimes I can finish but other times I cannot do it at all, or can’t do it until 5 seconds after or so. Anyone else having this problem?

Trapper runes "super speed" only 33%

in Bugs: Game, Forum, Website

Posted by: Arimas.3492

Arimas.3492

Yeah, I think its only 50% speed, as it seems its a slight increase from 33% to me, but definitely not 100%. Hopefully they will fix it soon

Blocked/Suspended/Terminated -- Player Comments

in Account & Technical Support

Posted by: Arimas.3492

Arimas.3492

Its been 3 days since I’ve submitted my ticket about my terminated account for apparently selling gold when i didn’t, and I still have no reply, not even an e-mail from them and still I cannot log into the game.

My account was banned for selling gold?

in Account & Technical Support

Posted by: Arimas.3492

Arimas.3492

I will come right out and say that I do not sell gold or in-game items for real world money. Which was why my account was apparently banned. I submitted a ticket at 6:56 PM on November 2nd. I still haven’t an answer yet, and still cannot log in. As far as I know my account was not hacked.

The only thing I can think of is while participating in Eternal Battlegrounds I was talking about currency exchange with some people, and I stated that (at the time) from Gems to Gold is was 61 silver per 100 gems, and that you can get 24 gold for $50 if you were to buy it then.

Now if this above is what I did get banned for, then that’s just silly since the currency exchange in the game is completely legal and implemented by the developers of the game. The only thing I can think of for this was a few people reported me for being a gold seller, and I got auto-banned, which from some other post I’ve read from a dev doesn’t happen, but I’m skeptical.

I want to say that I really love the game and the time this happened really bugged me. It was a few minutes before the WvW reset and my guild was going to group up and do things, but now I can’t play this weekend.

If anyone knows anything I’d be grateful if you share that information.

Jade Quarry The Guild [JQG] Recruiting!

in Guilds

Posted by: Arimas.3492

Arimas.3492

About us:

Jade Quarry The Guild is a guild I and 2 others I’ve met in-game started. We are hoping to achieve a fun and inviting community that is helpful to our members and everyone on the server. We are in the works for upgrades — being a new guild at the time — and are looking to grow!

We focus on most aspects of the game, WvW being the main one, and general PvE & Dungeons are also there. Not much for Structured PvP as I’ve noticed isn’t really high in demand, but we are open to it.

We have a guild website at Jade Quarry The Guild. Come visit us there or contact me in-game @ Arimis Nogard via PM (if im on) or Mail.

Thank you for taking the time to read this!