Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
- 90% Damage reduction from AoE
- High survivability for all pets
- Dedicated heal for pets
- On demand swap to 1 of 5 pets
- Pets do only about 20% of a Hunter/Warlocks DPS unless they are specced for Pet based combat (Where it becomes 50-60% of their DPS and pets get massive boosts)
- Pets scale from owners stats.
- Pet talents allow for insta-res when it dies, increase of armour, healing etc
- Pets have their own action bar that incorporates “Attack”, “Heel”, “Go Here” “Agressive (Attack anything hostile nearby)” “Defensive (Attack only when master is attacked” “Assist (Attack when master attacks/is attacked)” and “Passive (Don’t attack)” along with activated abilities used by pets (Can also macro them to place them on normal action bar)
Even though some people might immediately try to burn you at the stake for mentioning WoW, the guys over at Blizzard did provide me with a very nice and functional Hunter for the 3 years I played their game. I still remember those fond days of Wintergrasp and sending Loque’nahak into a pack of adversaries. Her Spirit Strike DoT was especially effective against Rogues.
As such I believe ANet should look at other games that have pet-classes in order to see how they can improve the Ranger and not discuss ‘what if’ theories during their meetings without apparently taking notice of the fact that other classes already do it.
I’m referring here to this supposed test where 2 Rangers working in perfect harmony could potentially -in theory- trivialize certain boss encounters through clever use of their pets if the pets would have AoE damage reduction (when other classes can already trivialize certain boss encounters through clever use of their skills solo).
As such, here is another list of potential changes for improvement:
^_^
Hey there Robert, thanks for taking the time to actively communicate with us. I appreciate it very much
A random thought regarding pets occurred to me which I’d like to share. Instead of the player being forced to micromanage their pet, can’t the pet AI micromanage itself?
What I’m asking is making the pet more ‘intelligent’ where it calculates a threat and acts on its own in order to survive.
I mean, we’re not talking mindless clones or undead here. The Ranger has an intelligent creature who is adept at surviving in the wilds. As such, you’d expect certain pets to have innate abilities (call it instinct) that allows them to survive, seek out prey and the ability to fight (usually better than humans who have to rely on tools).
At present time it feels as if animal companions are mindless zombies that have to be told what to do constantly and randomly die all the time. A lot of Ranger abilities/utilities/traits aren’t helping either as they revolve around you consciously sacrificing your pet in order to survive. Not really a loving bond between Ranger and his animal companion…
So I was wondering if some things could be automated in giving pets a degree of self-preservation and basic automated defenses (without forcing the Ranger to micro-manage every aspect).
Lastly I’m wondering why something like AoE-damage reduction for our pets was shot down because of theoretical advantages (but only if 2 Rangers work in perfect harmony and making clever use of their pets). Yet a glass cannon Warrior that can solo bosses like Lupi gets praised for making clever use of his skills.
I’m sorry if this sounds harsh, but I feel that Rangers have a severe disability when compared to other classes; and that disability always revolves around the pet dying from random AoE, not acting on F2 when I need it, not having the same Agony Resist as me in fractals, still has a hard time hitting its target reliably, not even trying to evade that highly visible power-attack from a mob and not disengaging on its own if it gets low on health. As such we lose out on a lot of damage dealing potential because ANet balances the Ranger around the premise that the pet is always active and adding to your dps.
Lastly, would it be an idea to also change the AI of certain pets (like cats and birds) so that it always tries to be behind the target? Adding more range to spiders and devourers might also help as me being at 1500 range while the devourer runs into the lava just to get its 900 range attack off isn’t really helping matters much.
(edited by Aveneo.2068)
JonathanSharp Worte about Engineer philosophies : “… and use their boons to keep themselves (and allies) alive in a fight. …”
That class philosophy sounds more fitting for a Guardian as I can keep myself and allies alive in a fight much better on my Guardian compared to my Engineer. At present time I wouldn’t even consider bringing my Engineer to a dungeon over my Guardian in terms of group support and survivability.
I personally believe the main issue is regarding thrown elixirs, their randomness in effects and their small effective radius. In my humble opinion Engineers should see the following changes so their thrown versions:
Some suggestions would be:
(edited by Aveneo.2068)
Make it happen A.Net. This is what they need to be like when you equip the predator :O
That piece of concept art would be a perfect example to have for Charr engineers as a cultural flamethrower skin in my opinion.
Suggestions: “Minions gain aegis for 2s when you dodge”.
That’s actually not such a bad idea. Subtle and potentially effective
Cultural Hobosacks!
That way an Asura could buy cultural themed Asuran skins for their kits. Same would apply for every other race getting their own cultural theme.
Cultural vendors are already there, so ANet could make some Engineer Kit skins and add them to a tab for a few gold (I said a FEW gold ANet, not 25g or something)
Yay! People understand the basis of my suggestion. It’s to make people WANT to stay in a particular kit for a period of time depending on the situation because of the passive benefits.
I wouldn’t mind Juggernaut going back to giving Stability at the cost of reduced movement speed (the old Juggernaut). That way FT would fill the role of short-range point/bottleneck defender
http://wiki.guildwars2.com/index.php?title=Juggernaut&oldid=209198
So…if you have auto-loot on, you won’t see the item consumed (because it’s done automatically), and it seems like you didn’t get anything.
Wait a minute… Then why are our corpses forced to stare at lootbags when the mechanic is already there to send the loot+badges automatically to our inventory as soon as we defeat an opponent?
Well if Anet add this they again nerf all our abilites by 25% to compensate it..
Ah, so it’s pointless to suggest anything then as ANet will do a 25% nerf for every 10% buff?
Guess I’ll just play the game and make do with what we’ve got then. No sense wasting our time on these forums if ANet’s does not care anyway.
@Kamahl – I’m sorry, but I don’t understand what your response has to do with my suggestion of adding certain passive effects when using a kit. To me you’re comparing toolbelt skills, which isn’t why I made this thread
Lemme sum it up for you – kits are our best utility skills. Other types of engineer utility skills can’t compete. Kits do not need buffing in general. Other skill types do. Toolbelt skills play a major role in how good an engineer utility skill is.
Now do you understand?
Hmmm, your response strikes me as condescending and rude; but I hope that wasn’t intentional. I agree that the engineer needs to be improved across the board as it feels at the absolute bottom of the pile in terms of functionality (even below ranger, and I play one of those too).
Guess there’s nothing for us to do then except pray every night before we go to sleep; hoping the ANet balance team doesn’t muck it up … again and again and chooses a direction on how the engineer is supposed to function.
(edited by Aveneo.2068)
@Kamahl – I’m sorry, but I don’t understand what your response has to do with my suggestion of adding certain passive effects when using a kit. To me you’re comparing toolbelt skills, which isn’t why I made this thread
Now I’m not the most experienced engineer around, but I still wonder why ANet felt that our weapons should deal less damage ‘because we have kits’ and what role each kit (and the engineer in general for that matter) is supposed to fulfill in this game.
So what is beneficial about sacrificing a utility slot in order to equip a kit; compared to other classes that have their weapons (plus weapon swap) and a free utility slot to fill up as they see fit? Some claim it’s because of versatility, but to me an elementalist swapping attunements is way more versatile than an engineer (and they don’t even have to sacrifice a utility slot).
To me it seems that kits in general are relatively weak and the replacement skills they offer do not balance out the sacrifices in slotting them. Engineer was supposed to fill a role, but it seems ANet has trouble with finding the proper way to enable that concept.
As such I would suggest adding PASSIVE EFFECTS to kits that stay activate for as long as the kit is equipped. Each kit would then offer their own unique passive ability.
As such, I’d suggest adding the following effects:
Sadly I’m not too familiar with Bomb/Grenade/Toolkit so I wouldn’t really know of a good passive to put on those kits… But the Flamethrower role seemed to have been aimed at being the stationary point/bottleneck defender; so why not give it that role as you originally intended? Same could go for the Med Kit where you sacrifice your offensive capabilities in order to provide (Medic!!) group support with AoE regeneration.
What do you guys think? Initially my suggestions as presented may seem OP, but I guess ANet could view them as an avenue to explore the possibilities or maybe change Kit Refinement so it gets these effects (functioning similar to Attunement traits of elementalists) instead of the current (imo broken) iCD+gCD.
(edited by Aveneo.2068)
I can agree with your suggestions. My little list of suggested changes would be as follows:
And yes, Incendiary Ammo could also do with a little reduction on its currently ridiculous cooldown. 45s still seems rather long for such a toolbelt skill, but the current 60s is just way too long in my opinion.
(edited by Aveneo.2068)
Still, a bit of a shame it’s at the Behemoth. That event in Orr in a remote location where you have to escort those archaeologists through a cave with the 3 or so veterans and an Eye of Zhaitan at the end would have been more fitting imo.
Champions. Trust me I know all about this one. They were 3 champions, 2 of which were abominations that will completely wreck everyone if you have enough bads around to feed them rage.
There are also veterans in there, in order to get the Zho’qafa event to even spawn, you have to have cleared the area of 3 events, two of which are vets, and then the start of the escort for the actual chest itself spawns to the east on the beach. It’s a semi-complicated chain with some pretty ridiculous difficulty for some little world event in the corner of a deserted map. The chest never really drops anything good, the only rare I ever got in that boss room was off the boss itself.
Exactly my point! Instead of Shadow Behemoth that you can just nuke for laughs, that event-chain in Orr would have been the perfect location for a rare item like Final Rest in my opinion. To me it just fits the theme better to have something like that in a remote corner of the world
Watched someone get it in my server 30 minutes ago. I don’t think it’s going to be increasing in rarity anytime soon, just decreasing to a reasonable price.
Oh, don’t get me wrong; I actually like it when prices drop to affordable levels. Heck, I’m currently on my Mesmer waiting for the behemoth to spawn. If I manage to get Final Rest, I’m just going to give it to my guildmate as he wanted one for his necro ever since he saw it in the PvP locker.
Is shadow behemoth bugged? People are saying it’s broken right now. Confirm/deny?
Wouldn’t be surprised if that latest emergency ‘add sparkles back’ patch would have intentionally broken the event again, just to give the devs time to set Final Rest back to 0.00000000000000000000001%
Still, a bit of a shame it’s at the Behemoth. That event in Orr in a remote location where you have to escort those archaeologists through a cave with the 3 or so veterans and an Eye of Zhaitan at the end would have been more fitting imo.
Since the actual question was never quoted, which is always fun if you’re going to get called on something, I’ll clarify for you as mentioned in another thread:
Yeah just for clarity, someone asked about balancing various under-used weapons and said something about “dual pistol mesmer” as an example, I figured that’s what he calls off-hand pistol and answered using the same verbiage asked. I’ve found travelling abroad, as well as across the fan base everyone uses different terms for part of the game, people still ask me all the time about our quest system for example, it’s easier to just respond with the terms they use so they understand.
I’m well aware mesmers can’t dual-wield pistols, we’ve only been working on it for 6 years now If there was double-pistols, my Mesmer would whoop you in PvP with them though, just sayin.
Off to play my double-pistol Warrior!
So is this a Yes/No/Maybe to Mesmers getting a pistol option for their mainhand anytime soon?
At present time siege build sites can be thrown to a location up to 1200 range away. This has caused an alarming increase of abuse from certain players/guild in WvW who throw their siege back up into their invulnerability zone (that has a siege deployment restriction). This behaviour can no longer be attributed to being done by ‘randoms’ as certain images clearly show commanders calling the shots and manning the siege.
As such I believe that this form of exploiting should be fixed as soon as possible! Not only is the siege placed in spots where it is (almost) impossible to reach, but its defenders are invulnerable to harm. Imagine a trebuchet being flanked by arrowcarts and ballistae, with people manning them that are not affected by damage or cc!
As such I firmly believe that the easiest and most effective way to fix this is to reduce the throw distance. That way the build sites can’t be exploited by throwing them back up into invulnerability zones.
Currently siege build sites can be thrown up to 1200 range, which doesn’t make any sense. Setting the range to 200 seems more than enough and will stop players from throwing them back up into spots where they are not supposed/allowed to deploy them.
I see all these threads where people complain about falling victim to yet another item that someone purchased from a merchant and is using it in WvW. And then ANet comes along with the ever-present desire to take the fun out of WvW and denies their use (and for good measure they slap on a hefty cooldown so it’s no fun for PvE anymore either).
Now I understand that some of these items were pretty overpowered, but others were simply fun. Most of these items have already been disabled, but there are still some items ‘at large’ because ANet did not flip the switch on all of them in one go. This case-by-case approach isn’t working out; especially since the Wiki has a pretty comprehensive list of all PvE consumables and environmental weapons/bundles. All they have to do is go down the list.
http://wiki.guildwars2.com/wiki/Category:Environmental_weapons
But that’s not what this topic is about! It’s about adding WvW-specific versions of bundles to WvW in order to create a more dynamic and fun environment!
So after removing every consumable/bundle (except Oil//Crystal/Stone/Food and non-combat items like fireworks and transformations) ANet should implement WvW-specific consumables and bundles instead (kinda like improvised weapons).
That way ANet can keep an eye on them so that balance is preserved and people participating in WvW can purchase these items (for Badges); adding to the creation a fun and dynamic environment.
Some examples might include:
^_^
So instead of all these ‘Nerf this ANet, we don’t want to have fun’ threads (which eventually results in ‘Give us stuff ANet, your game is boring’ threads), I figured it was time to make a ‘Give us stuff ANet, we want to have fun’ thread instead.
Wow, awesome. I’m going to buy a ton of those and specifically use them for as long as I can against every Thief I can find. It’s payback time and I have stability! :P
ANet should have nerfed Stealth on thieves; now I’m going to nerf thieves myself by permastunning their kitten See how they like to die over and over from a cheap gimmick. And then I’ll tell them L2P!
My pet has taken falling damage before, kinda stupid given it’s a bird.
Indeed
Only an Arab Engineer would bring a dog wrench to war! ~ The 13th Engineer
The Ranger class has a full set of Superior Rune of the Ranger on their sPvP gear by default. That’s why you’re seeing 7/6 as for some unknown reason it adds them up instead of keeping them separate. You won’t get the benefits of the full set in PvE/WvW though.
If you want to get rid of that odd number, just delete your PvP gear (you can get it back for free anyway) or just replace the ones in your sPvP gear with a set of runes you would never use.
(repost from the previous thread, hopefully this one can stay on course)
From what I noticed regarding this weapon kit, the Flamethrower will Miss-Miss-Miss a lot if you have a target selected. With no target selected and basically using a spray-and-pray approach, I didn’t see any Miss and lots of (low) numbers.
Overall I feel the Flamethrower is pretty weak compared to our other kits (and weapons) and to me it feels very odd that #1 only applies a 1s burn on the final hit. It should apply burning for the entire duration (and an additional 1s on the final hit) in my opinion (which would result in around 3 1/4s of burning). The Flamethrower already has a limited AoE which can be avoided easily and only hits 3 people at a time instead of the usual 5. So I feel that those limitations warrant a higher damage output with constant burning.
For me personally, the abilities should be changed like this:
Lastly it’s really odd that our Flamethrower kit is so buggy, when the Flamethrower during the Jormag-event apparently has less issues.
From what I saw, the FT will Miss-Miss-Miss a lot if you have a target selected. With no target selected and basically using a spray-and-pray approach, I didn’t see any Miss and lots of (low) numbers.
Overall I feel the Flamethrower is pretty weak and to me it feels very odd that #1 only applies a 1s burn on the final hit. It should apply burning for the entire duration (and an additional 1s on the final hit) in my opinion (which would result in around 3 1/4s of burning). The Flamethrower already has a limited AoE which can be avoided easily and only hits 3 people at a time instead of the usual 5. So I feel that those limitations warrant a higher damage output with additional burning.
For me personally, the abilities should be changed like this:
Lastly it’s really odd that our Flamethrower kit is so buggy, when the Flamethrower during the Jormag-event apparently has less issues.
(edited by Aveneo.2068)
- Mesmers should not be able to set a portal at a spot unless they are standing on that spot.
Could you clarify this one? If I’m playing on my Mesmer and place a portal, the portal appears where I’m currently standing.
In my opinion one of the main reasons certain match-up threads on these forums become very heated to the point of moderator intervention is due to the inherent flaws of WvW and misuse of certain mechanics at present time. It is human nature that positive aspects are usually taken for granted but negative aspects tend to gnaw and linger.
So when translated to the game aspect of WvW, it becomes increasingly clear that certain mechanics are flawed and in dire need of changes. Only then can the focus be shifted to the positive aspects of actually enjoying a good battle and making reports or congratulating others (even opponents) on a job well done instead of being faced with yet another guild performing in questionable activities on a consistent basis and getting called out on it.
As such ANet needs to fix the obvious issues with their game at present time. These would include the following:
To me these points are currently among the biggest (‘physical’) issues currently and it is my hope that they will be adressed in the upcoming patch. Then the majority of participants might be able to shift their focus from negative (game issues) to positive (game play).
If you have any other points that you feel are in dire need of changing/fixing, please post them here and hopefully the devs will see them.
The problem with this is that those backpacks are meant to signify what kit you are using to your enemies. It’d be like hiding your weapon in combat.
Personally I believe that a giant jet of flame being sprayed in your general direction gives a good enough indication that they are using a Flamethrower Kit. Or getting hit in the face by a multitude of grenades being a good indication that the player is using a Grenade Kit.
And because the Kit-packs are so similar and generic in design (and can be swapped out for a different one instantly), it is almost impossible to tell from a distance which Kit a player is using solely by visual identification of their backpack. It only becomes apparent when said player actually starts using the abilities on their kit.
But that’s just my humble opinion on the matter. Half the time people don’t even notice my little Asura running around in WvW, so I can only assume that they can’t see which backpack I have on my back at all. Only when their loincloth suddenly catches on fire is when they realize that my Asura was using a Flamethrower instead of an Elixir Gun.
I must say that I’m amazed at how quickly Vizunah managed to close the gap in points they had. That must take a lot of dedication (or a lot of French Canadians /joke).
However, like Offski I am not happy to see the systematic exploiting being conducted by members of your community.
Most notably are the placements of siege in your invulnerability zone. My guild tried to place siege in those spots in order to test a theory and were not allowed to do so. As such I’m suspecting particular groups of members in your community are actively exploiting by throwing your siege into your invulnerability spot. But tomorrow we are going to test that theory in order to find out how you do it (and no need to report us, we’re just going to throw rams up there and make videos ourselves).
Next to that the constant abuse of warrior banners in order to bring a Keep Lord back to life from Defeated state instantly can only be considered as exploiting on a conscious level. It is not done by ‘randoms’; the fight we had in Garrison showed that it was done in a coordinated effort (and especially by one guild in particular).
I was there during the long siege of Garrison and I was there to see the Keep Lord getting up and going down several times (up until the point Offski gave the order to leave because it was pointless to continue the fight).
But the Keep Lord was not revived by players actually spending time to revive him (like you would revive a defeated ally), but by havingg warriors systematically dropping a banner every time he went down in order to get him back up on his feet instantly (and thus resetting the cap time indefinitely).
And lastly there’s the ZoomHack program being used on a consistent basis by members of your community in order to hit people with arrowcarts in areas where the game’s FoV would normally not allow you to aim.
But instead of agreeing with the general consensus that usage of these mechanics is viewed as an exploit, you either seem content to brush it off with the excuse that it’s being done by ‘randoms’, request direct quotes from developers as written proof that it is an exploit, adopt a ‘we do it because you do it too’ mentality or have the nerve to imply that you will apparently continue to use such mechanics until ArenaNet fixes it. So effectively I conclude that you apparently deem it fair to use exploits for the sole sake of winning.
If this is the ‘Vizunah Spirit’, I much prefer the ‘Desolation Spirit’ as we generally fight in order to have a good time; not exploit on a systematic level because of the (in my opinion) misguided need to ‘win by whatever means necessary’.
Yea this would be cool. Right now all Engineer backpacks are colored dead dull brown like rags. I don’t want my Engineer to look like a poor hobo everytime I use a kit
Exactly! They’re all dull brown backpacks with a red rag hanging at the back on occassion. Now it seems ANet tried to go with a generic ‘one pack fits all’ approach, but every time I wonder how much better it would be (aesthetically) if the different races also had different means to construct their kits.
I attached a screenshot of my Asura engineer. Now imagine her running around with those generic backpacks all the time. It just doesn’t match up; especially when you see all the technological gizmos, devices and golems they have in and around Rata Sum.
Personally I believe ANet did a great job in offering cultural weapons and armor. As such I really hope ANet might be interested to discuss the potential of cultural engineer kits during one of their meetings.
Heck, they could even put ‘<race> Engineer Kit’ packs for sale at the Cultural vendors for a few gold which would offer people a choice to either keep the generic/basic version or upgrade their kits to use cultural skins when equipped instead.
Btw, does it count as a blast finisher? Haven’t thought about that before.
No. Otherwise it would be stupendously overpowered due to retaliation from EG light fields.
Ok so its oficial, no use whatsoever.
Apparently so. The only ‘use’ at present time is giving away your position constantly with pointless explosions that put you in combat when hitting the wildlife by accident whilst trying to use swiftness through Speedy Kits in WvW/PvE.
So I’d much prefer something like healing or condition removal or protection as it’s more befitting the type of kit (and the fact that such effects/sounds are usually pretty subtle and not giant explosions).
Race: Asura
Gender: Female
Profession: Engineer
Issue: (Glyphic) Pistols become embedded in character legs when equipping (medium) Prowler Pants in combination with Cultural T3 (medium) Chest
When using Prowler Pants (crafted through Leatherworking) in combination with the Asura T3 Chest, both of my Glyphic Pistols embed themselves into the legs of the character.
I believe I also noticed the same behaviour with other crafted medium pants. Pants found through other means (like the Outlaw Pants on the left) display the pistols normally when combined with the Asura T3 Cultural Chestpiece.
When the Prowler Pants are equipped solo, the pistols show up properly; but the pistols will embed themselves into the character’s legs as soon as the Cultural T3 Chestpiece is equipped.
(edited by Aveneo.2068)
Maybe not a true Engineer quote, but this one really cracks me up when playing on my female Asura Engineer
“You’re dumb, you’ll die and you’ll leave a dumb corpse!”
Umm… You might want to finish your theoretical build (40 points left to assign…)
I won’t be able to help out with your build too much until I see a direction for it… Though I could recommend some traits that link to your utilities:
Explosives 10 – chance for burning on crit (33% chance for 2 second burn)
Tools 10 – 5 seconds of swiftness when equipping a kit (5 second cooldown so perma-swiftness)
Alchemy 10 – 5% of Vitality becomes Condition Damage
Alchemy 10 – 5 seconds of Vigor when gaining Swiftness
Alchemy 20 – 15% more damage with Flamethrower and Elixir GunGrabbing some Shaman (Toughness/Condition Damage/Healing Power) or Carrion (Condition Damage/Power/Vitality) gear could help increase condition damage and tankiness (Though it’s still good to have some precision for a decent crit chance)
Here’s something I put together based off your current stats and utilities:
http://gw2skills.net/editor/?fcAQJAqal0pyXn1yuF1LJxoCdG0j8WX8KSR+b8nCsF;T4AAzyrEcJtS1liLqvMFJKy+l7L5XjKmEAFeatures:
About 1.7k Condition damage
About 2.8k Toughness
52% crit chance
19k health
50% extra burn duration (10% from Explosives line, 20% from Firearms trait, 20% from runes)
How odd, I don’t see any missing points…
I have:
Firearms (30) – V – XIII – XI
Alchemy (20) – IV – VII
Tools (20) – IV – VI
Power 1492
Precision 1680
Toughness 1736
Vitality 1436
Critical Damage 20%
Condition Damage 1039
Condition Duration 0%
Healing Power 0
Boon Duration 20%
Critical Chance 45.38%
Damage 15%
Armor 2800
Health 20282
Agony Resistance 0
Tool Belt Recharge Rate 20%
Effective Power 2260.85
Effective Health (EHP) 30931
Damage Reduction 34.43%
Reference Armor 1836
But thanks for providing me with your build setup. Always good to see potential alternatives
It doesn’t say it in the wiki I don’t believe, but yes it still removed 1 condition
Awesome!
(waits for Dev response “that’s a bug and will be fixed nerfed next patch”)
I would go with the engineer unless its really expensive, then the undead because #6 trait.
Golemancer is nice if you are mainly running with pistols most of the time, but more times than not we switch to kits (of which you have 2 you will be using regularly).
also, what about also having either boon or condition duration bumps? For conditions I have it in my head a good 70/30 mix between condition damage and duration. Because you don’t want conditions to fall off in 2 seconds and also not have the opponent laugh it off because it feels like a wet noodle hit.
Well, I’m not very proficient at calculating the benefits of condition duration and that having a 2×2×2 set feels to me like I’m gimping the bigger bonuses provided by a full 6x set.
Also, I have no condition duration from traits so I figured I’d be better off with more condition damage in general instead of a potential extra ‘tick’.
flamethrower flameblast removed 1 condition
Did it function that way in the past, or does it still remove a condition at present time?
The wiki doesn’t appear to list anything that would indicate a condition removal at all on the Flamethrower Kit Refinement.
Would be awesome if it did though.
Hey guys, I was hoping you could help me out with something
I’m almost to the point of getting my little Asura Engineer to level 80, and now I’m trying to find a proper set of Superior Runes to go with my gear.
I’m primarily using this character in WvW:
I want to be reasonably tanky while still having a decent amount of condition damage and On-Crit effects. Unfortunately I have no clue how much condition damage is considered enough in WvW (and in general).
I already have a full set of Runes of the Undead (because they were dirt-cheap to make), but I was wondering if a full set of Engineer or Golemancer might be better/worse.
http://wiki.guildwars2.com/wiki/Rune_of_the_Undead
http://wiki.guildwars2.com/wiki/Rune_of_the_Engineer
http://wiki.guildwars2.com/wiki/Rune_of_the_Golemancer
Of the 3 rune-sets, the Golemancer seems a little off as it’s more Precision/CritDMG instead of ConDMG/Toughness, but because I’m playing an Asura Engineer I guess it could be somewhat fitting. Yet I have no clue if that Golem wouldn’t just get oneshotted in WvW or how it compares to either 5%toughness=conditiondmg or 5%damage-bundle. So I’m not sure if it would be worth the time and effort to get all the dungeon tokens for a full set.
Here’s my theoretical build by the way:
(if you have any recommendations as to changes to my build, please also let me know)
Holy cow. Shows how often I’ve used it. That would get irritating with med kit. XD
Exactly! Imagine running Speedy Kits (like me):
BOOM! … BOOM! … BOOM! …
It just doesn’t make any sense, whereas providing a heal or cleanse would. After all, it’s a Healing kit right?
1 second deflection bubble. For those twitch addicts.
Is the kit refinement effect on a 10s timer?
Apparently it varies, depending on kit:
I don’t think we should have a remove condition on healing kit, for the simple reason that we already have two on EG and FT refinement effect.
Hmmm, a little confused here. I thought the Flamethrower Kit Refinement just does an AoE burn but doesn’t remove conditions. :o
I just figured that either a ‘Heal’ or ‘Cleanse’ would be a much better option for Med Kit Refinement instead of some random explosion that deals pitiful damage. At least it would fit the theme much better in my humble opinion.
Kit Refinement
“Equipping a kit creates an attack or a spell.”
With this trait active, equipping Med Kit with Kit Refinement results in a small PBAoE similar to bomb (but apparently only dealing ~28% damage compared to Bomb).
Am I the only one that finds the behaviour of Med Kit Refinement very odd?
All the other kits provide an effect that makes sense, yet the Med Kit effect seems very out of place. Did we soak our bandages in nitroglycerine or something??
To me it would be better if Med Kit Refinement would provide either:
Either choice doesn’t seem overpowered and much more befitting the Med Kit in terms of function when used with Kit Refinement.
What do you guys think?
After the SWTOR fiasco I swore never to touch any subscription-based MMO ever again. So you can imagine that to me Guild Wars 2 was like a gift from the heavens.
And the funny thing is that the Corrupted Shortbow was changed almost immediately after a patch introduced the correct model because it met with complaints.
Another one of my characters from ‘start to finish’. This is my ranger Valiant Aislinn
Screenshot 1 – Just after she fell from the tree
Screenshot 2 – When I took her to the Hall of Monuments.
Screenshot 3 – I loved the HoM armor so much, all I did was change the colors.
To me she’s perfect; especially combined with her ‘Ivory’ bows and quiver.
Here’s Aveneo Lightbringer from ‘start to finish’
As I’m also experiencing severe issues when using Elixir S on my Asura engineer, I made a short video showing the problem in hopes that ArenaNet will provide a fix soon.
If (apparently according to ANet) kit-backpacks are here to stay, at least give us some racial variety. This would also apply to our turrets.
Imagine an Asura with a medical kit that actually looks like it was engineered by an Asura. Or a Charr with a metal container and sharp edges. Or a Sylvari that uses a gourd to carry around her items.
Same with the turrets basically. We see a lot of Asuran turrets everywhere, but when an Asura Engineer puts down their turrets; they look like some pretty generic human turrets.
Diversity is key. And whilst I do mind when my T3 Cultural Asura is forced to run around with a leather backpack that was clearly made by a human, or a flamethrower that looks like it was made by Charr; I would be a lot more forgiving if he was carrying some form of symmetrical contraption with glowing crystals on his back that would scream ‘Asura Tech!’.
Makes you wonder why everyone apparently shops at Engineers ‘R’ Us.
@showatt
If that would have been the case, then ANet should have split the skills for PvE/PvP in my humble opinion. But not simply make them vulnerable and call it a day. That’s not balance, but simply nerfing randomly without considering (or caring about) the consequences.
Your build layout is built completely around Spirit Weapons and burning, so it stands to reason that such a heavy investment should allow you to perform well. However, now Spirit Weapons and their related traits have become beyond worthless; especially at higher levels.
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