Also doesn’t help with the ring of fire terrain bug that’s been happening
Taunt has still been going through invulns too :/ It’s really messed up right now.
Ok, I’ve been patient with the matchmaking and I’ve believed that anet will fix it but this is getting ridiculous. I do my job perfectly in a match, I fight outnumbered and win while keeping the point capped, I rotate where im needed, and I hold 3 of their guys the whole match. Guess what that gets me… you got it! NOTHING! My team still manages to throw the game despite how well I may be playing. So no biggie I queue up with a buddy of mine who is good so we can pull off some good plays… Nope still no wins cause our team cant rotate and even when they outnumber someone 3v1 they all die trying to kill them or they all sit off point dying in random pointless skirmishes. I have a good mmr, I play with esports players often so why am I being paired with people who have no idea how to play the kitten game? This is ridiculous and I’m tired of not being able to win no matter how well I play and how well my buddy plays, 10+ game losing streaks are not fun and not enjoyable by any means especially when you played near perfect in every single one of them. Please someone tell me why this has gotten so much worse in the past weeks, the specializations change didn’t touch the system as far as I know but I have yet t have a single competitive match since the patch. It has always been a blowout… mostly favoring the other team.
/rage rant off
I’d rather have the heal bombs back, they gave engi a cool new role to be able to play in some settings in game, I found it really fun to incorporate into different builds that weren’t meta just to throw people off
. And it wasn’t passive healing, you had to activate a skill which would then heal you, passive heals is what warrior’s regen signet gives which is healing without using a skill.
1. Blinds
Only issue I see regarding blinds are the RANDOM blinds. Like with ele’s blind on burn trait, it causes a ton of random blinds to occur and end up blinding key skills for the engineer to land WITHOUT REQUIRING ANY SORT OF SKILL from the ele. Mesmer’s on demand shatter blind can be a nuisance but considering they have to sacrifice a shatter to do so it doesn’t bother me that much, worse issue is their insane access to stun.
2. Unblockable
I agree things like mirror blade should not be unblockable with their low cd and high damage. Necro marks I’m okay with I just think condi transfers need to not use their original applicant’s condi damage as the transfer. It makes necro too much of a hard counter to condi builds in general but the worst off is condi engi due to their limited condi clears. When power necros hard counter condi engi because of passive transfers or instant transfer using the engis condi damage there is something wrong imo.
3. Defensive Traits
By themselves yeah some are underwhelming but they synergize well together which makes them much stronger than you’d think. I do think engi needs to have more defenses available outside of a block and invuln that is still countered by any condis.
4. CC and Stability
Engi needs to have more stnbreaks available to it or some stability added if anet is going to allow every other class to posses so much cc. Take mesmers for example, they have the ability to practically spam stuns on a foe. When said foe is an engi with only 1 stunbreak because they have to use kits to have any versatility (only 1 kit actually gives a stunbreak and it’s not a terribly common kit in many builds now) you can see how this fight would play out. Given that mesmers also outheal and can go invuln more often than the engi, there’s no chance for it to win a fight assuming the Mesmer actually knows what their skills do.
Only commented on the ones I had a super strong feeling about. Others I have opinions on but they aren’t strong enough to share about at this point in time.
Closest I got to making Star Lord. Couldn’t find a face or hairstyle that looked right.
Also did the assassin’s creed guy
(edited by Ario.8964)
I’m just addressing the op for this first thing. Can we not nerf engi it’s already in a tough spot and nerfing it more will end it’s existence in the game like so https://www.youtube.com/watch?v=6q3em9s5I4c&index=13&list=LLDjr-s1I29c8pjSlO_Ejt4A so let’s focus on things that are actually a problem.
Hats off to Bonfaaz Burntfur, love that suggestion 100% support it.
So Roy, my Rev build that I have in mind is a little costly in energy. Mind sharing that command? I could use a little “energy buff” if ya know what I mean. :P But in all seriousness, I’m so pumped for the next chance to test some of my build ideas for rev and see what I can make work. Also thanks for listening to the community’s suggestions on revenant. One of the best things I read in the changes was the cast time reductions on some of the skills, I actually fangirled a little bit over these changes (and I’m a guy so that’s some serious stuff lol)
I think you’re already on the right track. You could potentially go scepter/warhorn with marauder and combine it with fresh air for massive damage and constant overloading of the attunement. Could also combine with the soldier runes like you said to cleanse condis outside of water and then take water attunement for more sustain, earth for more defense, or fire for more pure damage and high blind spam capabilities.
Here’s a layout of what I was thinking: (Note the empty stuff will be filled in with tempest things)
http://gw2skills.net/editor/?vFAQFAbAFOIIAYRAoAUElL5FoGC-T5AFABiXGoo9HA4BAAA
Yeah, entire trait is working. And man am I glad it is, I love the trait
If you could choose who the next legend would be, who would it be? (Glint or any other ones we already know about don’t count)
I’m casting my vote for dhuum, what do you guys want?
I’m an engi and thief main so I’ll give it a go.
Engi:
Build-http://gw2skills.net/editor/?vdAQFAUlUUhSsYJXwzLQ+FLsFV4SdRvG4IuBBgYHVFPBA-TJBHwAn3fAwDAIwFAAZZAA
Ratings:
Physical DPS B - Rifle and some toolkit skills scale really easily with power and, with intel sigs, can put out some fairly consistent damage onto a target.
Condi DPS B - The amount of condis you can apply plus a decent amount of condition damage as a stat allows for some pretty strong condi damage against a foe though it won’t burn their hp as quickly as a full condi build it’ll definitely take a huge toll on their health.
Control A+ - Rifle and toolkit combined with slick shoes allows for extreme amounts of cc and can be chained well to allow a 100-0 combo when played well.
Mobility C -Outside of high movement speed their isn’t much extra mobility on this build.
Disengagement B- - You have a block and jump shot to get yourself out of combat and you can also trail slick shoes behind you to prevent chasing as well as throw nades to discourage chasing. No huge movement skills stopping it from getting out quickly is what lowered it to a B-.
Sustain vs. Physical (A for sustained damage and B for burst) - Has blocks to prevent damage and the regen available coupled with healing turret gives some strong sustain. CC chains preventing people from hitting you adds to your defense against physical damage unless you are stunned while super speed is on CD.
Sustain vs. Condi C- - Healing turret can provide some good condi clear if you stagger it well enough and cc your enemy to prevent condis being applied but if they get past that there’s not much else you can do but die.
Team Support & Synergy B+ - Your heal turret allows for some nice cross healing and condi removal for those on your team that have taken a ton of damage and your CC let’s you set up bursts for your team and combo with them for the highest effectiveness possible.
Effectiveness as a Primary Engager B+ - CC let’s you start a team fight with a strong burst from your team as long as you don’t allow yourself to get CC- chained by the other team. Nades also give you some nice AoE to start out a fight for your team.
Effectiveness as a Point Holder B-D - Against physical damage it an hold well but condis applied with large AoE will destroy you. Job is also done better by classes like ele that have more self sustain and defensive utilities.
Effectiveness as a Peeler A, +1 B - Large cc utility allows you to mke sure your allies get away plus a healing burst from your turret can keep them at a strong HP level. Due to lack of extreme mobility or stealth it makes it easier to spot you coming in and you don’t get the element of surprise like a thief or Mesmer would have.
Keep in mind all these ratings are specific to the build as there are other engi builds that can do some things better or just differently. I may post on thief later but that’s all from me for now.
A mixture of Rabid/Dire will probably serve you best if you intend to go full condi. Build below should show the effects
Mix works really well to give you some real strong tank stats while still having the condi damage to melt people in seconds. Sustain from the rune and long lasting AoE condi pressure is gonna make you a threat to anyone who faces you in battle. Great combo ability in the set too which is always nice. Let’s you pull off those pro 100-0 moves. Also keep in mind the skills I have opn are just an example. This build setup can work with any kits you want in order to have full customization of your condi playstyle and the elite is completely optional as well giving you a ton of options and still a strong set to roam with either solo or with a buddy. Good luck on making your build, hope it all works out.
This is my cele rifle build for engi. I love it in pvp and it’s easily transferrable to vwv. Is that what you’re looking for? Elite is optional. And smoke bomb is better if you use heal turret cause amr still bugs it
. If you run elixir X you will want to take hgh over stim supp.
Engi 4 lyfe! Seriously though, even with everything else being completely op, engi is still my most enjoyed class (well, along with thief). Seems like there’s always something fun to do with it. Just think, It’ll be even better when things get nerfed that need to be and we can be strong AND fun
Love the quick gameplay but really hate the lack of balance on classes. Mesmer has too much of everything, ele has too much of everything, warrior is still carried by immunities with no counterplay outside of running away, and necros insane transferring ability keeps any full condi build out of the meta. Now I’m not saying necros are op, cause I actually find them to be more balanced than not but the fact that transfers use the original applicant’s condi damage is just too much imo but that’s coming from an engi and thief main so yeah take that for what it’s worth. But I’m seriously getting fed up with Mesmer mantras carrying bad players and ele’s literally being near god mode while still having a significant amount of damage. Once anet starts bringing things back down that need to be I will be happy. Just as long as we can keep the pace of combat up with it.
Edit: Taunt spam from ranger pets needs to leave too. Or at least be blockable cause that’s getting ridiculous too.
(edited by Ario.8964)
I really hope you’re just trolling. The things you are asking will make engi completely useless and make ele even more godmode than they already are. Please don’t post asking for nerfs to another class that you obviously don’t have the slightest understanding about. And just to show you how silly your request is I will go through your entire list and tell you why each thing is not a problem or if you are right on something:
Perma swiftness- Yeah it’s a thing and it is one of the only 2 ways engi can get higher movement speed without having to use a rune to do so. Not really a problem when you take into account how mobile everything else is right now (save necro and guard)
Stealth- 1 single toolbelt skill on a 50 sec cd… I don’t see how this could ever be considered a problem by anyone. Even lb ranger has better stealth than that and they don’t have to use up a utility slot to do so.
Pull- again 1 single skill on one kit on a 25 sec cd with a very obvious animation… I don’t see how this is bad either. Los and dodge are easy counters to this skill, there’s nothing to complain about.
Push- 2 skills, 1 on each respective weapon it applies to (rifle and shield) plus small ones if you trait for it on turret explosion. Can be a bit of a hastle but you have stunbreaks for a reason.
Condi damage- This is nowhere near exclusive to engi so it’s not an isolated problem. Condi damage across the board is too high right now mainly due to burning having too much damage when stacked in excess.
Healing- decent healing all of which comes from heal skill, easily outhealed by most other classes and requires more risk due to it also being 1 of the only condi removals on engineer.
Perma Regen- Not even close, try again.
Perma Vigor- BS… strike two
Kiting- Fight a gs warrior, thief, Mesmer, or ele and you will think twice about that statement. Again, other classes do it 20x better than engi so this point is invalid as well.
Blocks- While it’s on a lower cd it is blocks for 1.5 seconds, toolkit shield sure it has a lower cd but it is the engineers only RELIABLE way to block attacks whereas guard has multiple blocks so that comparison is once again BS. Please for the love of all things Tyrian stop making mindless comparisons like that. There’s not supposed to be a similarity in cd timers on guard and engi. It is not broken in any way shape or form.
Moa- 3 sec moa… oh heaven forbid you can’t use the number 5 and a dodge and survive the entire thing…
Rampage- 50% of the time you get a useless tornado instead wasting your giant cd. Damage is actually about 30% less than a warrior due to strength trait giving damage buffs to warrior’s physical skills. Warrior rampage is far superior to engi rampage.
If it’s tanky then you are obviously not building for any sort of damage whatsoever. Breathe on a power engi and they die, cele doesn’t last much longer due to damage being mega buffed last patch for every single class in the game.
1 of those invulns is a trait and both are on 45-60 second cooldowns. Other classes have more invulns and can do damage while invuln. Engi is still outperformed in that department so this is absolutely nothing to worry about.
Only way they cleanse condis often is when they are running hgh with egun. Outside of that their only condi removal is their heal, if you think that’s a ton of condi cleansing look at ele or pretty much any other class for that matter.
Zero cd on kits is the only thing that let’s them be viable, cd’s on engi kits would make them useless.
So point of this being, don’t make posts over something you don’t understand.
Main power engi instead
Jk, but it is quite a different style of combat with rev. feels like you’re playing a dps weapon but it’s actually condi. I love the playstyle but I can see your point in not wanting multiple rabid profs.
I took mine in and I was destroying people with it. Granted I found a very nice build a some very nice combos to use with it but I don’t see a problem with rev in ranked. It’s the best way to get a test for conquest as there is no chance of a TDM and frankly, there’s enough bad players in ranked pvp that bringing a rev in is the least of my concern
The double heal is really nice but is not enough sustain and active defense by itself. Buffs to some sustain traits may help improve that situation. I think the cd’s are a bit long on them though given how they are really the only big form of sustain given to us outside of support and ventari but overall it feels really nice to me. Loving playing my rev!
Over the time I played revenant I absolutely loved it. Took a bit for me to get used to how it plays and to get a good build going but I was rolling on the corpses of my enemies in a matter of hours. That being said there are a few big things that drew my attention in a not so good way.
1) Skills aren’t activating when they are pressed. Sure it’s just a beta bug but it’s definitely something they should know about. (I have to spam certain skills like 7 or 8 times to get them to actually do what they are intended)
2) Power on the class doesn’t seem to scale too well. Yeah you can get a few decent crits on hammer but nothing else seems to be benefiting much from going for a power focused build. Seems like it wouldn’t be too hard to fix and it’d open up more options for rev builds.
3) Revenant feels… slow. I don’t mean in a mobility way (swiftness combo for mace/axe with jalis stance) I mean in combat. Everything they have is a huge wind up for something that isn’t really worth the gigantic cast time. Some of the skills would be really cool in combos if they would activate quicker than 2 seconds and some are just downright laughable with their cast and after cast times. Only reason I feel this way is the pace of combat has increased with the 23rd patch and revenant feels like it’s not exactly keeping up with the pace. Granted most of the skills are nice but some feel like you spend more time casting it than you do having it in combat (i.e. Mace #2 and Hammer #5)
4) Revenant has a serious lack of stun breakers which is not good given that they also lack invulns to deal with cc locks. I don’t think legend swaps which are so important in actual fighting should also be the revs only source of stunbreak. Just doesn’t make sense to me.
5) The sustain traits on the class feel rather underwhelming. I’m hardly noticing them really as they have so little impact on me throughout the course of a fight. A few number teaks and maybe a small redesign in these traits may be in order just to make them more impactful but not completely necessary.
So that’s pretty much my feedback for the rev. Love the class and the playstyle you get with mace/axe and I think there’s a great amount of potential for it in the future but atm these are the issues I have found with it. I will post more should I find any.
Thanks for your time,
Ario
Toxsa, we have already established on multiple occasions that ele is spammy and op but that’s because of something completely different than ranger. Now I will admit GS I was wrong but I still feel there is a valid point in all this. Partially as you said a good potion of the weapons are terribly designed and therefore must use a certain skill as much as possible to make the weapon set useful in a build. If they redesign some of the skills on the weapons to give them more utility and higher damage coefficients on a majority of the skills then they are on their way to making ranger viable. But again, until they do that rangers DAMAGE will come from a few skills placed on each weapon set. Now playing effectively with a set like lb/gs will require you, as you said, to use the rest of your skills effectively but your burst damage will come from maybe 2 or 3 skills within both weapon sets combined. Also, given that ranger doesn’t have high amounts of knockbacks like engi or stuns like thief and Mesmer, the comboing ability is not very big on the ranger outside of 2 very small cc skills, doesn’t really allow for much other than the 2 skill combos on each of those weapons. Because of a lack of high combo ability on the class they are forced to get their burst from those 2 or 3 skills alone. Sounds like damage comes from spam to me but hey, we may have two different lines for what is defined as spam in skills. (well, other than d/d ele which is the king of spam)
Revan, you still have yet to make an actual argument aside from name calling and posting random kitten. Battlefield… Seriously? If you’re going to make a post at least don’t make a stupid and pointless comparison and then berate others for what they say. So please, get good or go away. Bye!
Let’s list then, shall we?
Lb= RF spam (power)
Sb= 1 spam (condi)
Sword= 1 spam with the evades thrown in when necessary (either one)
Axe= 2 spam (condi)
Greatsword= 2 spam (power)
Not listing offhands because they have nothing to do with this.
All of these for the respective builds you use them in are spammed pretty much off cooldown to maximize damage done by the build. It’s simple, I’m not saying ranger players are mindless spammers, I’m saying that the way ranger maximizes damage is the exact reason that they will not be able to be competitive until changes are made to the design of the class and it’s weapons.
Part of it is due to a little thing we all know as a skill ceiling. Due to ranger being spam focused the skill ceiling is significantly lower than that of an engineer, thief, or Mesmer which is why it doesn’t have much of a place in competitive teams. The skill ceiling is not very high for the ranger due to the fact that they are not combo based and because they are limited in what they can do, it’s quite easy to outplay them after you figure out what they are running. Ranger has more limits than almost if not every other class in this game by design. Until that is changed ranger will continue to be bottom tier.
Edit: I welcome all discussions and arguments but please give a better argument than “no” as that is not constructive in any way shape or form. Thanks for your time
Or better yet, take both and enjoy the perma dodge sd engi
I think if they made it the same format as crusader but used power, precision, healing power, and ferocity it could be a really cool amulet for dps guards to start using or, like someone else said, vampiric necro. But yeah I’m not really sure why they haven’t put something like this into pvp, could be really awesome.
Toxsa, I believe we are on the same page. I agree 100% that ele is over the top now hopefully when anet starts shaving classes that are op like they’d hoped to be doing here soon then we will see them brought more in line.
Main purpose of my argument towards you was to argue engi takes quite a bit of skill and since it appears you aren’t arguing against it I’m completely on board with the ele is op and is too easy to play train.
I second the need for wep swap on revenant. Without it the playstyles will be too limited in what they can do and will be easily overcome by more versatile classes. Either that or give revenant’s utils some better functionality and flexibility because a 3s cast stun break is absolutely useless in a pvp setting and weapons that are tied that closely with an individual legend is theoretically cutting revenant potential effectiveness in half.
I’m tired so I hope this makes sense.
@Revan, that’s why it’s called an EXAMPLE. If I were to list out every single thing that rangers spam to do damage it’d be an unnecessarily large wall of text nobody would bother to read. Also, as longbow is the most popular weapon for ranger currently in pvp, it is the most relevant to use as an example. And to clarify what I meant because based on your reaction I didn’t word it very well in my first post:
RF is the main source of longbow BURST damage. Sustained damage is the auto yes, but when a ranger bursts they don’t sit on their auto attack for longbow, they use rapid fire because there’s a higher dps output from the skill than the auto attack.
The point still remains that ranger is a spam focused class which is their main obstacle when it comes to balance. That’s what the part you quoted was for so I’m not sure why you chose that specific part of my post because it has absolutely nothing to do with your argument.
1st I’m addressing Toxsa:
1) While engi itself is fairly balanced at this point, many other classes (except ranger due to the design of the class being spam focused) still have things about them that are too strong making the engi a less optimal choice than, say, a Mesmer. (Abjured is not a reason to say engi is viable, chaith plays exclusively engi and therefore continues to MAKE IT WORK, does not mean it’s optimal) so yes, engi takes more skill to play than most other classes and that’s due to the fact that is 100% about landing certain skills and comboing off of them effectively. And it’s lack of constant stunbreaks and condi removal make it a higher risk class to play but a more rewarding one when you pull it off
2) The whole 1111 entangle thing is actually a build. It’s called rabid condi sb ranger and it’s quite popular in pug games (again doesn’t mean it’s competitive material but balance in a pug game is much different than balance in a competitive game)
3) Ranger is UP and will continue to be UP until they change the way the class deals damage. What I mean by that is if you look at the way ranger builds play, most of them rely on spamming some sort of skill to do their damage. Ex. RF is the LB ranger’s source of damage and therefore they get their damage from spamming it, While it may be effective in a pug game where people don’t always pay attention it almost can’t be viable in a competitive scene due to it being a 1 trick pony. Once you learn to counter it, the ranger becomes useless. Unfortunately it doesn’t seem like anet intends to change the class in a way to make it more combo focused like every other class and less about using certain skills every time they come off CD. So I’m not sure if Ranger will ever be an OPTIMAL choice for pvp unless the design of the class and the way it’s played is changed.
Now I’ll address the op’s post:
I think there could be some comps where LB ranger could be used effectively. They may not be the most optimal comps but they could possibly work.
The comp would consist of a Mesmer, Power Engi (or thief if you decide you need the extra mobility), and LB ranger as the dps focused members. All 3 excel at long ranged damage and bursting out single targets very quickly. Ranger could use taunt to cc a person followed by Mesmer stun and then burst. Ranger could also provide lots of immob on targets using entangle and muddy terrain giving the whole team great opportunities to burst. Combo that with a Mesmer stun and you can pretty much guarantee any kill from long range. Less opportunity for your team’s dps characters to get bursted out which gives you more breathing room in terms of moving people to contest other points. Mesmer can handle back capping along with the power engi (or thief if you choose to swap engi with thief) Other members would consist of a bunker guard and a d/d ele to cover team support and overall tankiness. What do you think of that? Is there a flaw you see that you’d like to discuss cause I just made this up so I haven’t had a ton of time to look for flaws and such. I just wanted to contribute
Everyone knew things were wrong, top players acknowledged it but that doesn’t mean they wouldn’t use it. Just like they acknowledge and claim Mesmer’s ease of play is wrong but they still use it because it’s pvp. You want every advantage you can get if you’re trying to be the best. There’s no honor system to follow here.
Hey man, I feel your struggle with engi, playing it is much different now but this build has been working exceptionally well on it.
Now it does take some getting used to but I promise it’s so worth it. You contribute so much to team fights with your AoE and cleave ability plus you have a ton of damage to bring to a fight which can help you carry the pressure your team needs. And if you get into trouble don’t worry about it this build has 2 invulns and a 3 sec block on a 20 sec cd, pretty good defense if you learn to stagger your cd’s well enough. Give it a try and I hope you have the same success with it as I am having right now.
Build:
http://gw2skills.net/editor/?vdAQFAUlUUhSsYJXw+KQ7FLTG046rQEEf2BCw3+SezB-TJBFwAIuAA62foaZAAPAAA
Been working on a cele rifle build and so far this one has had quite a bit of success.
http://intothemists.com/calc/?build=-Z70;2cPVg0l6JRFx0;9;4jkl;0238157157;4Sk0;3CoF2CoF20o
Reasoning:
In truth you don’t need grenadier for grenades to be helpful. (unless you decide to abuse the bug) The velocity increase is irrelevant as a majority of the time you will be throwing them at your feet when you slick shoes someone or when you get close to an opponent and because you deal quite a bit of direct damage with the build (partially due to getting might stacks from hoelbrak runes and battle sigs) you don’t need the damage modifiers in explosives so then you have freedom to take firearms, inventions, and alchemy giving you a ton of sustain for your cele ammy to buff up. Condi damage is taken care of as well because with the might you will have you will still deal high damage on conditions and you can still stack them fairly well. Bleeds are highly effective in this build due to the fact that you have 10% increased crit chance on close up targets so slick shoes and a full nade rotation should stack a ton of condis with blunderbuss and toolkit. Tanking condis isn’t an issue either really as your heal in combination with alchemy and inventions gives a ton of options for condi removal. Give it a try and hopefully it works out. As I said, it worked for me but my case may not be the same as everyone else.
(edited by Ario.8964)
“The tankiness of necros is pretty ridiculous”
“Survivability is just silly good”
Sounds like you got a problem with it to me.
Whisper me in game if interested.
Requirements:
Be willing to change up your playstyle as you may be asked to swap to another class/build.
Must be approved after going through the audition process .
Gotta be fun
Must posses and be able to demonstrate skill with your desired class and build and must have a strong knowledge of what other classes and builds do and how to effectively play against them.
Must know your role in team play.
Audition process:
You will be evaluated by the team captain on your player skill and pvp knowledge. If he finds you acceptable then you will be a welcome member. If not, sorry but there’s nothing I can do about that.
Practice will be figured out after we have created the whole team and can decide how much time we need to spend a week practicing together.
Edit: Forgot to mention this is NA silly me
(edited by Ario.8964)
IGN: Alex Romanov
Playstyle: PvP
Server: Dragonbrand
Experience: Played Thief since release and have won outnumbered fights in both pvp and wvw on almost every meta spec as well as my own theorycrafted builds. Prefer power over condi any day on thief and am always ready to jump into a match or execute an enemy zerg or zergling quickly and quietly >:)
@Helly, that is pure beauty. May have to use that
If you wanna start some real fireworks from their end just type “play better”, sit back, relax, and enjoy the show.
Like others said, it comes down to just giving alternate ways to play. I’m definitely going to experiment with it though. Wanna try doing a dueling, inspiration, chronomancy shatter Mesmer that literally just pumps out shatters 1 after the other and uses healing on shatter to provide some sustain along with the new f5 skill. Could be fun
Hey, glad to see you’re thinking of returning to the thief profession. If you’re on NA you can pm me sometime and I’d be happy to train with you and spend some 1 on 1 time working on different combos and tricks available on thief that will give you an advantage in most situations. I have 1 of every class so I should also be able to work with you on fighting all other classes and builds that you may have trouble with.
While I’m not the best player out there, I will do my best to help you out in game if you need it.
Indeed, that and the wilderness survival grandmaster minor giving the damage reduction above 90% hp and the excessive condi removal that will be available through SOTF is gonna give rangers a ton more survivability while still being able to take marksmanship to get the damage buffs they need to be an effective burst class.
1. Assassin character (Thief, Mesmer, LB Ranger)
2. Bruiser power focused (Revenant, Guard, Warrior)
3. Bruiser condi focused (Condi Ranger, Condi Warrior, Condi Revenant, Etc.)
4. Cele bunker (D/D Ele, Shoutbow, Etc.)
5. Cele Dps (Cele Rifle, Cele Rev, Cele Axe/Sword Warrior, Etc.)
The builds listed are only examples, new things may come along but that’s what I think comps will begin to look like post patch.
So no passive healing other than the regen boon but then the rejuv trait offsetting the damage taken via healing? I could get on board with that, as long as the initiative regen trait stays because now that’s the thief’s only way to regen initiative quicker outside of the signet. Other than that I really like that idea.
I know ResJudicator mentioned a straight heal when entering stealth, I’d be all for it tbh, but lets see what else you guys think of.
Here’s a new thing:
Instead of arguing with people who are against shadow’s rejuv, let’s try something different and ask them what they would change on the “OP teef with god mode”.
If you think thief is unbalanced please give your ideas for ways to change thief to balance it so we can work off of that rather than just people arguing “op” or “not op”.
Toxsa, It’s ok, when spec’d right you will be able to make a ranger with near permanent protection and high resistance to conditions while still being able to take the whole marksmanship line. Ranger won’t be in too much trouble if things don’t get changed too much from the preview,
@MrBig, I can understand why you would assume that it is a straight up buff to panic strike and it is in a manner of speaking. Only issue with it is the fact that it will encourage stealth camping to get the most out of the spec. Anyone who actually plays the thief in pvp would realize that is one of the single most useless things you can do in a match as it allows the other team to freely decap or full cap points as well as apply a great deal of pressure to your team while you can’t do a thing about it without losing stealth. Panic strike is powerful right now because it doesn’t invest fully into the SA line and therefore only gains condi removal without having to deal with increased stealth time when you can’t reveal yourself (i.e engi or guard blocking on a point while decapping it) and because it doesn’t rely on stealth to be effective it works well. If people run SA they will be limiting themselves in pvp and will be a hinderance to their team when they could just take other damage traits from crit strikes or defensive traits outside of stealth via acrobatics in order to do the job they are supposed to be doing more effectively. Maybe a few soloq trolls and some hotjoin heros will use SA but outside of that I truly doubt it’ll be much of an issue. People who think SA thieves will begin to dominate pvp have no idea how the SA line influences thief gameplay and therefore, make incorrect assumptions about how it will impact the game. Panic strike d/p only uses the 2 in SA for the condi removal you can get with minimal investment. Because the upcoming changes will allow for other condi removal traits and other defensive traits to be used due to more trait points being available it is highly likely that panic strike will switch to using those alternatives in pvp and reserve SA for wvw roaming builds as the alternatives will allow people to have the defenses they need without losing caps or relying on stealth for their defensive abilities.
There’s a creative comment, saying someone is bad for actually arguing something that makes sense. It depends on your perspective. I play d/p26006, no need for SA so maybe you shouldn’t assume that someone plays SA next time you want to make a comment hmm?
You might have forgotten that stealth camping does NOTHING to help a team in ANY scenario. Stealth campers will not do enough consistent damage to be worth worrying about due to the fact that they can’t do damage in stealth and because they are losing out on other lines that provide better damage potential or roaming potential. They will continue to be useless and SA can be outplayed easily by someone who knows what they’re doing. I.E. chain cc with burst and it’s bye bye thief. Counters haven’t really changed much. The goal will still be to force that thief out of the fight first. Any channeled skill will be able to do that fairly well.
Edit: SH will also be put in the same queues as conquest so it’s not like people have a choice to only play that game mode. Unless people really feel like changing a spec every time they enter a match most people will not use it anyways. There’s nothing to worry about. SA won’t be the cancer you assume it will be.
In a pvp perspective, the SA buffs are not going to be a problem at all (cause you know you posted in the pvp forum so you should be thinking about pvp). If a thief takes SA he is going to screw his team over because he won’t be able to cap points effectively as he will constantly be losing caps he’s trying to defend because he’s trying to spam stealth. Only place these changes will actually have any effect on is wvw roaming (in which case this will have a large effect) but that’s for a different forum section.
Nothing to see here, just people complaining about things they don’t understand.
I’m just reading these kinds of posts silently thinking to myself how much people will complain once the patch rolls out and I make a perma prot and condi immunity power ranger. Almost don’t want to wait to start collecting those tears.
On a more serious note, while one of the posters above said it fairly well I will restate it: it is pretty braindead and if you deny that then you’re wrong BUT it is NOT op, It has it’s share of tradeoffs for the meta 66xxx or whatever build it is. 1 of them being the little amount of outplay potential it has. The build itself is not made to do very much and therefore can’t pull off as much as a very well played thief, engi, or Mesmer could. (apparently auto correct thinks Mesmer has to be capitalized and nothing else does
)
And for those complaining about cele engi “nade spamming” if you’re a halfway decent player engi nades won’t be the reason you are dying. Cele engi has versatility and tons of outplay potential but it has a high skill floor as well so if you’re dying to nade spam you need to work on dodging because if someone is nade spamming (as in camping on only grenade kit with only switches to activate procs or blocks) then they are playing engi wrong and you shouldn’t have too hard a time beating them.