Showing Posts For Aristio.2784:

Rocket Boots !!!

in Engineer

Posted by: Aristio.2784

Aristio.2784

http://wiki.guildwars2.com/wiki/Blink

Breaks stun. Check.
900 distance. Check.
30 second cooldown with an option to lower to 24. Check.
Better control than of where you land. Check.
Can increase range to 1,100. Check.

Blink is by far, a better escape tool. Sure, Rocket Boots has the extra damage tacked onto it, but I would gladly trade it for better control over Rocket Boots. That Teleporter idea a page back I fully support.

Does not break immobilize.

For more details, look under “skills that break immobilize”:
http://wiki.guildwars2.com/wiki/Immobilized

You get immobilized for say 5 seconds. You blink out. 900 (or 1100) is not that far. You’re still immobilized. The thief, ranger, warrior, mesmer, engineer, or guardian that immobilized you proceeds to continue to wail on you. Maybe they have buddies too. You die.
More than half the classes currently have decently long immobilizes.

So blink:
Breaks immobilize: No check
Importance of Immobilize: Check
Relevance of discussing a completely different classes in engineer forums: No check
Relevance of quoted post in this topic: Zero

The only difference is that you’re trading one bad thing for another. Blink may not remove Immobilize, but Rocket Boots does knock you down. Also, what’s stopping his friends wailing on you while get back up from a Self-inflicted knockdown?

Also,

well if you dont want to be knocked down then you can still use the googles or the elixir R.
Considering that it also gives plety of range, damage and hast a rather nasty toolbet kit skill, i think its far better then blink.
and, you could also use a second stunbreaker like the googles to instantly stand up, gain crit and shoot the crap out your enemy.

You’re telling me I have to bring two stun breakers so I can use a Stun Breaker, and then use another Stun Breaker to stop the first Stun Breaker’s self-inflicted knockdown?

Wat!?

(edited by Aristio.2784)

Rocket Boots !!!

in Engineer

Posted by: Aristio.2784

Aristio.2784

http://wiki.guildwars2.com/wiki/Blink

Breaks stun. Check.
900 distance. Check.
30 second cooldown with an option to lower to 24. Check.
Better control than of where you land. Check.
Can increase range to 1,100. Check.

Blink is by far, a better escape tool. Sure, Rocket Boots has the extra damage tacked onto it, but I would gladly trade it for better control over Rocket Boots. That Teleporter idea a page back I fully support.

Edit: I forgot to mention that Rocket Boots cures Immob, Chill, and Cripple, which is nice but I still don’t favor it over a Blink-like ability.

Edit2: And a blast finisher. Look my only gripe is that it knocks me down. Just fix that and it will be a great skill.

(edited by Aristio.2784)

Engineer Patch Notes.

in Engineer

Posted by: Aristio.2784

Aristio.2784

Sure Arenanet, we dont have damage, so please keep nerfing the only defensive spells we have….

Your lack of damage is so noticable. Please buff engineers. They cannot do damage. No, seriously.

A glass cannon build killing other class cannon builds quickly and is obviously editing his kills? Imagine that.

Arenanet, I need a clarification: What did you think you fixed with speedy kits?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Wow……ok.
Before:
Swap kits and drink elixirs for a bit.
Have 5 minutes of uninterrupted swiftness and vigor.
You do not have to swap kits in battle anymore! (for swiftness+vigor)
No global cooldowns.

After:
You have to swap kits every five seconds to maintain swiftness and vigor
This means you get a global cooldown every five seconds.

For details on HOW this was done see my first post.

I seriously cannot make this any simpler.

There was an internal cooldown before is what he is trying to say.

Whats wrong with Poison Dart Volley?

in Engineer

Posted by: Aristio.2784

Aristio.2784

When you hit Number 2, your character suddenly develops Parkinson’s.

Grenade Barrage - Underwater Toolbelt

in Engineer

Posted by: Aristio.2784

Aristio.2784

Yeah, it’s already in the bug thread. Not sure when it’s going to get fixed, but at least ANet knows about it.

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Why is my reply button always gone when I want to quote someone?

Anyhow, MeVe.2856, that’s clearly a bug and you should report it.

New utility idea - teleporter

in Engineer

Posted by: Aristio.2784

Aristio.2784

Where is this Mesmer portal comparison thing coming from? People do know you cannot use any targeted abilities on allies. As in, the Tool Belt teleporter would only be a long ranged pull.

In fact, correct me if I’m wrong, but there are zero abilities in the game that need a targeted ally to work? As in, you select your target use the ability, and it would only work on him? I know that Guardian has something like teleport to an ally to heal them, I’m just asking if:
If they select Ally A, but Ally B has lower health; which Ally will he teleport to to heal? I’m guessing B.

Edit:

Sounds basically like blink or lightning flash but with an option to pull the enemy to you. The blink part definitely isn’t OP…but the pull may be, just because it makes the skill better than blink or lightning flash.

It’s only better than both because how our Class Mechanic works. It’s the same reason why Engineer’s get a version of the Racial skills on their toolbelt.

(edited by Aristio.2784)

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Most of the things I mentioned are just minor upgrades. A few lower timers and an additional effect added.

Can you give me a situation where Acidic Coating, Always Prepared, Armor Mods, or Packaged Stimulants is worth taking or can work well with other traits? Because those are the ones I’m mainly asking to be changed. All the other suggestions are just small.

Engineer Elite

in Engineer

Posted by: Aristio.2784

Aristio.2784

I would much prefer an Artillery Strike ability much like Engineer from WAR.

Artillery Strike
Call in an Artillery Strike that strikes the selected area for 2 seconds. Enemies are launched backwards for the first strike, and dazed on the second strike.
Damage: 786(x2)
Launch Distance: 450
Range: 1200
Radius: 300

210 second recast.

This would be such a fun ability, but I know it’s just a dream.

Edit: This would replace Mortar.

(edited by Aristio.2784)

[Video] My furnished grenade kit for sPvP

in Engineer

Posted by: Aristio.2784

Aristio.2784

What’s the best Amulet/Jewel combo you’ve found for this? I like a Rabid Amulet and Berserkers Jewel. Since the condition damage comes mainly from the Amulet, I like to add Runes of Divinity or Runes of the Eagle for a nice balance of Critical Hit Change/Critical Hit damage.

Do turrets scale with a particular stat?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Pets do not scale I’m afraid. The only “scaling” pets is in Ranger when they put points into Beastmastery.

Your level, class, and happiness rating 1-10

in Guild Wars 2 Discussion

Posted by: Aristio.2784

Aristio.2784

Happiness with Engineer: 8/10
Happiness with the game: 9/10

Which race has the sexiest engineer armor at 80?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Most likely Norn or Human, as they are nearly exactly like us and we can relate to them much easier than say a Char. Also, some people might find Sylvari attractive because of their slender form.

Engineers, how do they stack up to other classes currently?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Thieves remove boons pretty well too. So Mesmers/Thieves/Necromancers can remove boons reliably. Guardians and Engineers -can- remove boons, but not as well as the three I said.

Also, stop stalking me. You have literally gone back to other threads where I’ve replied and +1 everyone’s post but mine. That’s desperation man, and frankly a bit creepy.

Engineers, how do they stack up to other classes currently?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Engineer has a mountain of bugs and design flaws like Turrets not selecting your target or Sigils not working with Kits. But it’s still enjoyable with the amount of control you have over your opponent. There is a build for every situation that comes your way. The major thing that Engineers lack right now is Boon stripping, as we only have one skill (Throw Mine) that does it.

I would have to agree with Lyuben as the usefulness of Elixirs vs. everything else. I went over it a little while ago with the thread title, “Gadgets need some help.” With the amount of traits that improve Elixirs beyond the usefulness of other utilities, we’re pretty much locked into Elixirs. If not, Condition Builds will decimate us without batting an eyelash.

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

I again, gave my reasoning why Rocket Boots is unreliable as a Utility Skill. One ankle high ledge will stop you a few feet from your starting position if you aren’t careful.

Edit: I’m also whole-heartedly laughing at the person who +1 everyone’s post, BUT mine. LOL. Classic. That’ll teach me.

(edited by Aristio.2784)

I need TIPS on being a Engineer.

in Engineer

Posted by: Aristio.2784

Aristio.2784

Get a Rifle as it melds very well with a Grenade/Bomb kit. Net Shot allows you keep your enemy in place for a nicely timed Grenade Barrage. Focus on Precision/Power/Condition damage for a Grenade Kit. But go for Toughness/Vitality if you want to stay alive in WvW.

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Cloaking Device is horrible. You cannot move, so people who know what just happened will figure out where to aim that 100 Blades/Jump Shot/Dragon’s Tooth. To me, it’s like putting on a blindfold to smack a Pinata that can’t move. You said you can pop Elixir S and just be immune to damage. If you were without this trait, couldn’t you just do the same exact thing?

I know what Cloaking Device looks like. If I’m fighting against another Engineer and I pop my Net Shot and he vanishes. I just Jump Shot/Blunderbuss right where I was already aiming. Sure, like you said you could POSSIBLY chain invisible, or you can do the exact opposite and turn into a giant target.

If you want to stick on the very first sentence of my argument, sure. I gave my reasoning why it’s bad though and it seems you’re purposely ignoring that.

Edit: Also, when did I bash any posters, at all?

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Did I say I hate the class? I’m sorry, it must be under all my post on giving others some advice on builds, my post on how I love nearly every aspect of the class, and numerous idea post on how to improve the class. I say I don’t like some traits like Acidic Coating, Acidic Elixirs, Always Prepared; and now I hate the class and should stop playing it?

…Wut?

Are there things I don’t like? What do you think this thread is about.
Do I want to change every aspect of Engineer into some OP god class that only fits my needs? I don’t think so.
Is Cloaking Device weak? I think so.

I don’t like Rocket Boots either. Blink/Shadowstep/Lightning Flash-type ability should be in it’s place. Something like:
https://forum-en.gw2archive.eu/forum/professions/engineer/New-utility-idea-teleporter/first#post214755

Why? Because Rocket Boots knocks you down and could probably send you off a cliff or into a wall two meters behind you, thus is unreliable as a means of escape.

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

I attached a 30 second cooldown to my suggested trait. And skills don’t stop firing once you broken target. For only 3 seconds of invisibility. An ideal of only 10% upkeep time over a fight.

You break your own Stealth all the time with Cloaking Device as is, I don’t see your point. Can you tell when an Elementalist use Signet of Stone? Can you tell me when a Necromancer uses Dark Pact?

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

For PVE sure, but PVP is an entirely different game.

Cloaking Device is horrible. You cannot move, so people who know what just happened will figure out where to aim that 100 Blades/Jump Shot/Dragon’s Tooth. To me, it’s like putting on a blindfold to smack a Pinata that can’t move. You said you can pop Elixir S and just be immune to damage. If you were without this trait, couldn’t you just do the same exact thing?

I know what Cloaking Device looks like. If I’m fighting against another Engineer and I pop my Net Shot and he vanishes. I just Jump Shot/Blunderbuss right where I was already aiming. Sure, like you said you could POSSIBLY chain invisible, or you can do the exact opposite and turn into a giant target.

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

I didn’t go over minor traits on purpose. I find Shrapnel -fairly- useful on a Grenade spam build, but I do agree that it could juiced up to 10% on explosions. The biggest draw of the trait for me is that it does not need to be critically hit to activate. It’s just a flat 6% chance with three grenades. (Grenadier build of course)

I like your Transmute idea. In use, your new Transmute idea would be three condition removals over a minute. Which is a great skill.

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Alchemy
Acidic Coating I REALLY don’t like this trait. Why on only melee attacks? Why only a 50% uptime? WHY ONLY A 20% CHANCE? Everything about this skill just urks me. I guess it’s just going to be used as a healing debuff for melee enemies, but it just really falls short of being useful.
Suggested Change: Increase to a 30% chance on damage. Not just melee damage either.
HGH Decent skill, just not up to par for a Grandmaster trait.
Suggested Change: Increase to 2 stacks, MAYBE 3.
Automated Response Again, pretty decent when it works, but it’s just not quite there.
Suggested Change: Removes all non-damaging conditions on you already. Weakness/Vulnerability/Immobilize/Cripple/Chill/ect gone. If it removed damaging conditions, Condition builds could never kill you.

Tools
Always Prepared I’m not sure what the point of this trait is. Maybe a joke trait, I will never know. First off, allies can’t use the gun you just dropped. Secondly, you have to BE DOWNED for this trait to work, which could kill you more than likely. So, I suggested a complete scrap, or change it to a “On reviving a downed player”-type skill since we don’t have one.
Suggested Change: When reviving an ally, drop 3 Bandages around you. 10 second recast. Could also drop a Smoke Bomb on reviving, but I prefer not changing traits too much.
Packaged StimulantsNot very helpful for a Master trait. You can now “throw” packages from the Med Kit. I don’t see a use for it, but maybe I’m just being shortsighted.
Suggested Change: Med Kit abilities now have a 50% chance to drop an extra package. Great change overall. Increases healing and support capabilities of the kit.
Armor Mods Look, retaliation is a great boon, and we don’t have much of it in our boon list. I just don’t see a 3 second retaliation on a 25 second recast being of more use than an increased 50% endurance regen. We only have a 0.12% uptime on this trait.
Suggested Change: Lower recast around 10 seconds. I would prefer is a 5 second recast as it’s a Grandmaster trait, but I think that would be too powerful. Although, 5 wouldn’t be unheard of as Adrenal Implant could be the “defensive” trait and Armor Mods could be the “offensive” one. I could live with 10 seconds if the retaliation was 4 seconds. 4 seconds allow us to synergize better with the alchemy tree to improve the duration of it.

So thoughts/ideas?

Why does this exist again...?

in Engineer

Posted by: Aristio.2784

Aristio.2784

So I decided to put together a personal list of traits that seem like they shouldn’t exist and what I think we can do the change them. Their right of existing comes down to usefulness. We can all agree traits like Incendiary Powder are great, and everyone uses it at some point, but what about those that make you scratch your head while you say, “Wut?”

So without further adieu

Explosives
Acidic Elixirs. What’s up with this skill? It does about 500 damage on ONLY on Toss Elixirs. With Toss Elixirs being party-wide buffs, you are hardly going to see any effect from this as you’ll never use it on an enemy other than when you are in melee range.
Suggested Change: Rename this skill to Explosive Canisters and have it proc near you when you use a Utility Elixir. Since you can literally hear the bottle break when you use a regular Elixir, making all use of Elixirs be effected by this trait and not just to toss skills would give more incentive to use this.
Exploit Weakness. Another worthy skill of being changed. 5 second cripple on a 15 second recast?
Suggested Change: Lower it to a 10 second recast.
Enhance Performance. 3 Stacks of might when we use our Healing Skill, for a master trait?
Suggested Change: 5 Stacks of might is much better and would more enticing.
Autodefense Bomb Dispender I don’t know what to say about this skill. It’s just plain bad and should feel bad. A 60 second recast on a smoke bomb? This one should just be scrapped or severely changed. But, since this isn’t a trait idea list, I’ll just go ahead and try to salvage this the best I can.
Suggested Change: Lower recast to 30 seconds. Change the smoke bomb effect to a Big Ole Bomb effect. (Has to be instant as well) The reason being is I don’t go 30 into explosives to lay down some smoke, I go 30 into explosives for well, Explosions. Following the theme of the tree and the talent, it would provide a needed defensive cooldown while laying down the hurt.

Firearms
Knee Shot I’m not sure what the point of this skill is supposed to accomplish. Net Shot does a 2 second immobilize, so you’re only getting a 3 second cripple on that, and Glue Shot would be the only skill you could really get it’s full effect on since it comes with a 1 second cripple.
Suggested Change: Change to a 50% chance to cripple for 2 seconds on a critical hit. 5 second recast.
Sitting Duck It’s not that bad, but it’s just not good either.
Suggested Change: 5% damage increase on Stunned, Immobilized, or Knockdowned foes.
Coated Bullets I don’t have much of a problem with the skill on it’s own, but why does it take 30 into a tree to get bullets to pierce when Rifle does that naturally? No, I’m not saying let’s lower the tree requirement for it, but just to change the flavor of this skill while improving the DPS of the pistol.
Suggested Change: Rename: Homing Shots. Pistol attacks bounce.

Inventions
Protective Shield Not much to say here. Protection doesn’t last very long and it’s recast is pretty bad.
Suggested ChangeIncrease duration of Protection to 10 seconds.
Cloaking Device Ugh. I hate talking about this trait. When immobolized, we become invisible. Does anyone else see nothing wrong with this? You are IMMOBILIZED. That means the enemy knows exactly where you are going to pop up. As such, just lay down the hurt exactly where we turned invisible. This skill should truly not exist.
Suggested Change: When hit with a critical hit, you become invisible for 3 seconds. 30 second recast. Ok, not the best of recast, but at least we get to move. It’s an Adept trait anyway, so it can’t be too powerful.
Reinforced Shield This isn’t a bad skill at all, I just have two things to add.
Suggested Change: This skill now activates with the Tool Kit, and using Shield skills now adds protection for 4 seconds after activation.

New utility idea - teleporter

in Engineer

Posted by: Aristio.2784

Aristio.2784

I love this idea, and I would GLADLY trade Rocket Boots for this utility. It’s a gap opener and a gap closer all in one. Simply an amazingly simple idea, yet so helpful in many different ways.

When I’m getting stunned by a Warrior on Khlyo, I don’t want Rocket Boots to launch me 2 feet back because I’m fighting in the corridors. Honestly, there’s a reason I always have Lightning Flash/Shadowstep/Blink on my alts.

If it’s a Gadget utility, how much would you say is a good base damage by the way? Since the only non-damage Gadget is Slick Shoes, damage along with the effect seems like the pattern. I would give it the same damage as the Launch Personal Battering Ram on Teleporter to enemies around the selected area up to 120 radius(Blast Finisher please since it would be replacing Rocker Boots), and the <Insert Toolbelt Skill Name> around the same damage of a Surprise Shot.

Question for the pro's: How do you handle a thief?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Our profession has A LOT of hard control abilities. We also have the most spammable AoE attacks at both long and short range. (Grenades/Bombs)

I’m usually running a control rifle build that comes with PBR, Slicks Shoes, and Grenade Kit/Utility Goggles/Rocket Shoes. Thieves aren’t anything to write home about honestly for me. I see a Thief start spamming Heartseaker, I just go ahead and Overcharged Shot→Net Shot and take the glass cannon down with a Blunderbuss→Jump Shot→Grenade Barrage(If I’m running that build).

The real Thieves aren’t the ones spamming Heartseaker or Backstab, it’s the Thieves in a Sword/Pistol / Shortbow combo who knows how to dodge and use their dodge utilities. The best Thieves are the ones you cannot hit.

Personal Battering Ram or Throw Mine?

in Engineer

Posted by: Aristio.2784

Aristio.2784

Ram has the advantage of being completely unseen. Mines can be avoided and even tricked to you detonating them prematurely. Not only that, but the radius AND blast radius are tiny.

Not to say it’s bad, it’s just not better in my opinion. The only way I would pick mine over PBR is if they changed the mines to be unseen by enemies. The noise could become audibly louder as you got closer, but the visual is a complete give away, saying, “WALK AROUND ME.”

Also, the landing animation is slow.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: Aristio.2784

Aristio.2784

I beg to differ.
You realize the light field+projectile combo doesn’t work everytime the indication appears? it still has a 20% chance linked to the projectile. I mentionned it in one of my earlier posts I believe.

I think he meant that Super Elixir removes conditions both from the application and combo bonus. With Fireforged Trigger and Kit Refinement, you can have a 100% uptime on the skill which again, removes conditions.

Post Your Build Thread

in Engineer

Posted by: Aristio.2784

Aristio.2784

http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.37.0.0.0.80.99.100.101.102.2.8.6.0.0.0.244.246.250.0.0.0.276.0.0.288.287.297.0.30.0.10.30

FIRST! This build is all about control. The lack of defense is made up for a substantial amount of control. I will usually open with Net Shot and then Launch Personal Battering Ram. As I whittle them down with Hip Shot, I’ll wait until they get into range of a good Blunderbuss, followed by an immediate Overcharged Shot. I get about another Hip Shot or two before Net Shot is up yet again for another Immobilize.

From here, it’s just a matter of keeping them at range with Personal Battering Ram, Slick Shoes, and Rocket Boots. Sometimes I swap in Utility Goggles for Rocket Boots if I’m at Khylo, as Rocket Boots inside that map can and most likely will get you killed.

(edited by Aristio.2784)

Rifle Build -Just The Rifle No Other Weapon!

in Engineer

Posted by: Aristio.2784

Aristio.2784

Very good and well rounded build. Although, the incredibly low crit chance puts me off from this build, the amount of buffs you get is great.

Although, for a Rifle build, I am always leaning towards Gadgets rather than Elixirs. Just a personal preference.

http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.37.0.0.0.80.99.100.101.102.2.8.6.0.0.0.244.246.250.0.0.0.276.0.0.288.287.297.0.30.0.10.30

Is the build I usually go with for random SPVP. As most people like to be bursty in SPVP, this build is great for pure Control. So I avoid damage and control my opponent rather than improving raw defense. I have a Purity Sigil and will switch to Sigil of Ice if I feel I need a tad bit more control.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: Aristio.2784

Aristio.2784

-Snip-

I made a point to purposely leave out Null Field as it’s a pulse Condition Remover, and as such I would have to list Well of Power too. The ones I stated above are instant removers, with added bonuses. If you want to directly compare Guardian’s condition remover to our own, you also have to take into consideration that while their’s is a Stun Breaker, we also have a 20 second shorter recast on ours.

Sure, our Med Kit is a bit of a hassle to deal with just for 1 Condition Removal (I wish it removed two), but as with anything, there is the pros and cons. One of the biggest pros I say about slotting the Med Kit for the Antidote is that we don’t blow our entire healing cooldown just for a Condition Remover.

I also can’t help to bring up this specific point either:

No, mesmers don’t need 30 points into inspiration to get a decent condition remover, they only need one utility skill. But, contrary to Engineers, their utility slots don’t replace their secondary weapon set. Yeah, we basically have to replace 5 SKILLS FOR 1 CONDITION REMOVER.

Why do you first say that they only need one utility slot, when we get the same exact utility slot taken up for Elixir C? (On a 5 second short cooldown and don’t need any sort of target either) I was simply stating for a continuous, reliable, and short cooldown condition remover, both Mesmer and Engineer need to trait for it.

I would also like to point out that while Elementalist can spec for a maximum of two Condition Removers on their Weapons (Scepter/Daggger or Scepter/Focus) only one of them is accessible reliably (Phoenix), while the secondary condition remover has to be actively swapped to for, (Cleansing Wave or Magnetic Wave), which in turn would swap them out of their most damaging attunement, locking them in said Element for at minimum, 10 seconds.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: Aristio.2784

Aristio.2784

What I’m getting from this thread is that people want an ability that completely shuts down or near shutdown of Condition Spam specs. They want the best condition removal abilities, without the need to spec into our condition removal tree. Think of it like this, as I’ll give a very simple example. Elementalist NEED to spec into Water Magic in order for them to shut down Condition Spammers much like we NEED to spec into Alchemy for that. The only other example I can think of is how Mesmers need 30 Inspiration in order to have a short reliable cooldown.

Now, let’s look at the other callings’ “Elixir C” like abilities. Ones that are able to strip all conditions from you in a single key stroke.

*Mesmer. Arcane Thievery. 45 second cooldown. Sends all conditions to your opponent while absorbing all their boons.
*Necromancer. Signet of Plague. 60 second cooldown. Sends all your conditions to your opponent.
*Ranger. Signet of Renewal. 60 second cooldown. Your pet absorbs all conditions from you and nearby allies.
*Warrior. Signet of Stamina. 45 second cooldown. Cures all conditions.
*Guardian. Contemplation of Purity. 60 second cooldown. Converts all conditions into boons.
*Thief. No such skill.
*Elementalist. No such skill.

If you take a look at the list, you will see that nearly all the professions (6/8) have abilities that they can take into battle which removes all conditions on cooldowns ranging from 40 seconds to 60 seconds. They too need to spec into a tree in order to get reliable condition spec, they too need to bring other abilities that removes conditions from them. If we want to nullify other specs main way of dealing damage, we need to spec against that.

We can’t have our cake and eat it too.

I farm for an hour, but don't get much

in Guild Wars 2 Discussion

Posted by: Aristio.2784

Aristio.2784

I don’t like this anti-botting program, as it reminds me way too much of Fatigue from the early stages of FFXIV.

The only work around that I’ve heard is logging onto another level 80 alt and do farming for an hour, then switch back. I haven’t confirmed this, but it’s just a rumor.

The CoF exploit.

in Guild Wars 2 Discussion

Posted by: Aristio.2784

Aristio.2784

You don’t want to be banned. Can’t blame ya.

Toss Elixir B

in Engineer

Posted by: Aristio.2784

Aristio.2784

It’s either bugged or tooltip error. But it currently only gives one buff out of the four.

Engineer rifle spells and warrior rifle spells seem to be backwards.

in Engineer

Posted by: Aristio.2784

Aristio.2784

Agreed, everyone gets what they want out of this, Warriors get more CC and Engineers get better long range damage. What are Engineers really losing with this switch? Jump puzzle cheating? It also encourages Net Turret usage as we would no longer have a free low cd one.

Not everyone wants this. As stated above, all I want is one skill changed to a long ranged version of itself.

Engineer’s are more about CC than Warrior and we should stick with that. Also, Net Shot is currently my favorite skill on Engineer. A 2 second immobilize on an 8 second cooldown? The target is in place 1/4 of the fight. A melee target is out of the fight for 5 seconds with a Overcharged Shot→Net Shot combo.

Turret Skins, Different looks for different races.

in Engineer

Posted by: Aristio.2784

Aristio.2784

I would enjoy this idea very much.

However,
I would also love to see race specific Elixir Gun/Flamethrower/Tool Kit. I thought it was very strange when I realized that the kits have the same design for every race.

The random nature of Elixirs

in Engineer

Posted by: Aristio.2784

Aristio.2784

I think that everyone can agree with me when I say that Elixir X doesn’t bring anything other than frustration to the table and is, as a consequence, never used. Every single Engineer I’ve seen in PvP is using Supply Drop ( if that’s its name ).

Stolen from an old post of mine:

I would love to see Elixir X steal other professions’ Elite abilities.

Elixir X:
Drink Elixir X, draining the abilities of your target and gaining an Elite from your target.

Warrior-Same as is
Elementalist-Same as is
Necromancer-Plague Form
Guardian-One of their tomes, prefer the healing one but the DPS one is nice too
Thief-Thieves Guild
Mesmer-Time Warp
Engineer-Supply Crate
Ranger-Rampage as One

So, let’s say you’re fighting some Thief who jumped you. You target him, pop Elixir X, and now Elixir X activates your very own Thieves Guild ability. Or another scenario is that you popped Elixir X on some Mesmer clone, you’ll activate Time Warp at your position. Use Elixir X on another Engineer? Stuns him and enemies around him with Supply Crate.

I like this idea because it keeps the “randomness” of Elixir X, while giving the player pseudo-control of the outcome of his Elite. Running a power build? Find a Warrior and steal his Elite. Condition Build? Necromancer. Need some extra support? Find a Guardian.

Well Aristio, that seems like a mighty fine idea, but how would this work if:
1) I use this ability without a target?
2) I use this ability on a non-profession PVE mob like a Bear or Wolves?

Nice questions, I’ll just answer those now.
1) You will activate any of the 8 abilities, thus loosing your choice in which elite you get.

2) Reverts back to it’s original form of either Brute or Tornado.

So this skill would be a great PVP elite, while keeping the same functionality mostly in PVE.

(edited by Aristio.2784)

Engineer rifle spells and warrior rifle spells seem to be backwards.

in Engineer

Posted by: Aristio.2784

Aristio.2784

My only gripe about the Rifle is Blunderbuss.

Blunderbuss needs to be changed to:
Rocket Shot. 10 Second Cooldown. Fires a rocket towards the enemy, that causes more damage to enemies the closer they are to the targeted enemy.

Damage at 100 distance: 618
Damage at 400 distance: 386
Bleeding(4stacks) at 100 distance: 4 s (680 damage)
Bleeding at 400 distance: 4 s (170 damage)
Range: 1000

It’s EXACTLY the same amount of damage but changed to a 1000 distance ranged attack, that’s not a cone but a target based AoE.

Oh, and Jump Shot could either have a MUCH faster animation, or an invulnerability buff like Leaping Death Blossom. 3 seconds in the air is a lot of time.

The random nature of Elixirs

in Engineer

Posted by: Aristio.2784

Aristio.2784

I would like to note that Toss Elixir U is a great defensive tool. It serves as a good escape tool and can be used offensively to support allies. I see two uses for it. You can either throw it down in front of you or allies in the middle of fights for bonus combos; or, you can throw in front of you while fleeing for a guaranteed fleeing tool. You have one that negates ranged attacks, one that reflects ranged attacks, and another that makes you completely invisible. All excellent escape tools.

Furthermore, I do believe there should be a few changes made to Elixirs.

Elixir H: Drink Elixir H to heal yourself, gaining Protection (5s) and and either Swiftness or Regeneration.
*This will make it so you get guarunteed Protection boon, while Regeneration or Swiftness would be kept randomly.

Throw Elixir S: Toss Elixir S, either making allies grow and granting them Stability if above 50% HP, or granting them Stealth if below 50% HP.
*This way, we can sort of eye what we get with this buff.

Toss Elixir B: Would be best if it applied all the buffs on a 5 second duration.

That’s about it. The randomness of the Elixirs don’t effect my gameplay style beyond the three I mentioned above.

Replace wrench with Hammer

in Engineer

Posted by: Aristio.2784

Aristio.2784

I don’t think so. A faster, but less damaging attack, would be harder to avoid. In other words, I would rather hit for 2k on a 1 second swing time, than a more likely dodge a 4k hit on a 2 second swing time. (Animation is a dead give away) Also, it would be easier to stack Vulnerability since you cycle through the auto-attack swings easier.

Edit: I see what you’re saying, and I change my stance on the issue.

(edited by Aristio.2784)

Replace wrench with Hammer

in Engineer

Posted by: Aristio.2784

Aristio.2784

I’d still prefer the hammer, but I would be okay with the mace. We just need some kind of melee weapon, and every time some dork says “you have the wrench” I want to beat sense into him; the wrench is NOT a weapon, it’s a tool, it hardly does any damage and all five of its abilities are pure utility/support. If it was a weapon you would be able to use it like a weapon and actually rely on it for damage output.

The Tool Kit is pretty powerful with the right build. I run 0/20/0/20/30 build and I do 2k auto-attack criticals on squishier targets. I’ve critted 5k with Pry Bar and Throw Wrench is pretty strong.

I’ll link my build: http://gw2skills.net/editor/en/?fcAQFAUlspicnwSdF17IxoHkW0bGkCAnXRKeMlB;TgAg0CnowxgjAHLOOck4A

The Tool Kit is highly underrated, but it’s a pretty solid melee weapon. Just wish the third skill in the attack chain was faster.

Does anyone else not like the toolbelt?

in Engineer

Posted by: Aristio.2784

Aristio.2784

I love the Tool Belt. Gives me extra Utility much like the Rangers’ F2 ability does; or the Thieves’ Steal ability.

Every Tool Belt is useful in some way. Only one I would change would be to change the Launch Personal Battering Ram back to its original function which was a Knockback instead of its Cripple.

Throw Elixir B is great when traited to remove conditions and also good for opening a fight. Throw Elixir C is also a condition remover on a short cooldown. Bonus points if traited into HGH for a Might buff. Although, I think HGH should give more than just 1 stack.

Bug with Thief elite skill 'Daggerstorm'

in Bugs: Game, Forum, Website

Posted by: Aristio.2784

Aristio.2784

Fear goes through Stability. Also, if you use your Daggerstorm and I activate Static Shield on the Engineer, you’ll be interrupted.

Jack of all trades master of none?

in Engineer

Posted by: Aristio.2784

Aristio.2784

I wouldn’t necessarily call them the Jack of all Trades. More like King of all Trades, Aces high. Seriously, we do everything extremely well. Not the absolute best, but we come about second in everything we spec for.

Engineer Pistol.

in Engineer

Posted by: Aristio.2784

Aristio.2784

and its attack speed seems really slow. it is just not viable in tournaments when a warrior can deal 40 times your damage while giving 4 times your condition damage with a better accuracy holding a rifle. Also poison dart usually misses 2-3 shots out of 5 shots even against non-moving target golems. Only viable condition build is with Elixir Gun but it is exhausting to assign auto atk 1 after some time.

Dont get me started on Rifle Warrior.

Build a crit build and you can get 10k+ Killshot crits. No joke. 10k+ damage. On a 10 second cooldown. And with the right traits, yes, you DO in fact get 10 seconds of bleed PER AUTO ATTACK.

TEN.

The Warrior Rifle is all about damage. Ours is on control/AoE. Also, how does one get 10k+ Critical Hits while simultaneously providing a 10 second bleed?

You can’t compare anything we have to the Warrior’s Burst Profession Skill. It’s not worth the trouble giving the pros and cons of their Burst Skills to our Tool Belt skills.

We have high burst on the Rifle too. With the Rifle, I usually go with Gadgets as well. So my burst rotation is Analyze>Personal Battering Ram>Jump Shot>Net Shot>Blunderbuss>Throw Wrench. EASILY breaks 10k, 15k on lighter targets.

Engineer Pistol.

in Engineer

Posted by: Aristio.2784

Aristio.2784

Me don’t have Dual Pistol. Me got shield. Me don’t have burn. Me want more bleeds. MORE BLEEEEEEEDS.

Edit: oh and I want engineer to learn to actually hit with poison dart too. Engi needs shooting lessons.

It’s been like this since I believe BW2. The explosion no longer causes the bleeding, it’s the actual pistol bullet. Coated Bullets will make the bullet travel through targets and end at maximum range. Any target hit by the bullet will trigger the explosion as well, but enemies hit by the AoE splash damage will not bleed.

Engineer Pistol.

in Engineer

Posted by: Aristio.2784

Aristio.2784

I think it has to do with the fact that dual pistols have access to every damage dealing condition in the game. While Warriors can stack their Bleeds much higher than we can, we have AoE Bleed, Confusion, Burn, and Poison. (With Coated Bullets Grandmaster trait)

With a Sigil of Superior Ice and Precise Sights trait, we literally have almost every condition in the game on our weapon set.

Would I like a 4 second base bleed? Sure. Is it going to make or break me? Nope.

Gadgets need a bit of help

in Engineer

Posted by: Aristio.2784

Aristio.2784

The Gadget Utilities need help, plain and simple. There are currently only TWO traits that effect Gadgets. One is in the Explosion line under Forceful Explosions which only effects Throw Mine and Speedy Gadgets, in the Tools line, reduces recast of all Gadgets by 20%.

Just to show a comparison, I’m going to state the other Utility Skills and how many skills the get to improve them.

Elixirs.
1 in Explosions (Acidic Elixirs)
4 in Alchemy (Cleansing Formula, Fast Acting Elixirs, Potent Elixirs, HGH)

Turrets
1 in Explosions (Excelerant-Packed Turrets)
3 in Inventions (Rifle Barreled Turrets, Metal Plating, Auto-Tool Installation)
1 in Tools (Deployable Turrets)

Kits
Not going to list Kits as it’s a bit much.

And to add insult to injury, one of the two traits only effects one Gadget utility skill. (Throw Mine)

What I suggest is to replace a few of the less enticing traits in the Tools line such as Always Prepared, Packaged Stimulants, Leg Mods, and Armor Mods; with Traits that directly improve Gadget use. A few ideas I’ve come up with are:

<Name in Progress>. Grandmaster. Gadgets can be activated twice before cooldown.
Absorbing Discharge. Master. Removes 1 boon from your target when activating a Gadget.
Latent Programming. Master. Gadgets provide a passive effect when on cooldown.
Steel-Enforced Tools. Adept. Increases Gadget critical hit rate by 10% and their damage done by 20%.