[KoM] Krewe of Misfits
[IB]Inglorious Basterdz
A nerf to stability would also necessitate a nerf to the 1691724982 CC skills in this game.
A nerf to stability without a nerf to CC would just help the zerg out more, as they would overwhelm a smaller group simply on sheer volume of CC.
Power zerger ele can put 30 in water. Crappy gear doesn’t mean that you have to use crappy traits too.
Also, isnt there a standard ele heal that consumes like 5 condis on a 15 second recharge???
8 conditions actually
kinda wondering what will happen if you leave bloodlust on your underwater weapon.
Shhhhhh!
You can swap to flamethrower before a fight to apply incendiary ammo. Off hand pistol is also decently popular, and would become more popular if they removed incendiary powder.
Even if you removed Incendiary Powder, Engie probably has the best access to burning besides Eles.
Fire Bomb, Rocket Boots toolbelt, Multiple Flamethrower skills, Incendiary Ammo(Flamethrower toolbelt), Flame Turret, Flame Turret Toolbelt, Blowtorch (offhand pistol #4). I’m sure I missed some
WvW:
It was this before the changes, it will continue to be this. Until the Condition spamming of Necro, Thief, Ranger, Mesmer and Engineer is taken under control nothing will change. Engineer and Necromander need to have Burning Removed. Engineer needs to have its Confusion reduced a lot. Condition builds on Thief need to be looked at as well. Spending SO much in time and then spamming conditions when they get out until they go back in…
Hammer trains run Soldiers gear usually
and of all the classes you want to remove burning from, you want to take it away from the one that actually has a flamethrower?
Illusionary defense or Debilitating Dissipation depending on the build.
With burst damage being reduced by 20% in WvW and PvE I doubt you’ll even notice the nerf to Healing Signet.
The nerf to Pin Down does seem a little unnecessary though. It has a long cooldown already and lasts…what? 1.5 seconds?
25 second cooldown for 6 stacks of base 12 seconds bleed with a base 3 second immobilize
I main engie, and play ele plenty. I know that these changes are more punishing to those two classes.
However, bringing potential work arounds to the devs attention is just going to work against us. I highly doubt they’re going to revert this change.
D/D aura share with prot/fury/swift on auras
Build tankier or squisher to taste, could also swap fury/swift on auras for stability on earth attunement
Shhhhhh….
Don’t bring possible work arounds to the dev’s attention
I have an idea that might work, but I’m hesitant to share in fear that they will see it and make sure it doesn’t work
Unyielding Blast makes Life blast piece (Trait VI in Soul Reaping.) So, Dhuumfire could potentially hit multiple targets with a single shot. I could see that being used. We’ll just have to wait and see what happens I guess.
Shouldn’t work that way since the proc has an icd
Fear is now an interrupt
Perplexity Necros incoming
Holy kitten, +45% burn duration from these, +50% from food, +30% from explosives o_O
I care about WvW not dungeons :P
So….
If I were to put a stacking sigil on my underwater weapon, could I stack underwater and keep them?
Not that it’s particularly practical, just spitballing
This is also a bit of a middle finger to Engies and Eles
Or ignore real world science in our video game where I can shoot lightning out of my hands and people apparently aren’t corporeal since I can run right through them.
People dont often realize daggerstorm reflects. It pretty much entirely shuts down engis
Depends on what the engie is running. Grenades will still hit if thrown at your feet. Bombs are much easier to hit. Elixir gun 3 and 4 will still hit you.
Yes it happens to me a lot
Type /dance to fix it
They probably threw Elixir R at their feet, it gives a pulsing field that rezzes downed people (but it has a long cooldown, 2 minutes or so)
Retal affects attacks that apply conditions the same as it affects direct damage attacks.
In this video: Perplexity runes melting noobs
(edited by Berengar.6951)
I know that’s sarcasm, but like seriously warriors ARE hard to play, I don’t follow the zerg but holy hell roaming on a warrior is hard to me, so is thief and engie… I can’t 1vX on any of those 3 classes
D/D ele is easy enough, Mesmer and Ranger seem to be the easiest and best classes for roaming.. To me anyway..
Put a warrior in a zerg tho and yes, immortality is a guarantee, only thing that can kill you is that thing called gravity
I know it’s your personal experience but you’ve basically got it backwards. Warrior, Thief, and Engie are the best roaming classes.
maul: Damage: 434 (x1.5)
blunderbuss: 618 (x1.6)Not regarding the bleeds on blunderbuss … where do u see more damage? :-o
Probably because GS rangers usually trait the +50% damage after interrupt.
Engis in downstate is one of the most helpless classes so if you can get him down, its a free kill.
Better not kill this class xy because that down state is so OP? Cmon that’s definitly not a reason.
In a 1vX that’s a legit reason. Down the class that’s easiest to stomp first.
Condition bombs are one of the best tools against the standard back stab thief imo. When they stealth place a glue bomb at your feet. 99% of the time they’re immobilized and your fire/ concussion bombs will hit them square in the face.
Big Ol’ Bomb also works as a good back stab deterrent, and you can combo it with smoke bomb for stealth.
Condi spec is most popular and engi has pretty bad condi removal. Makes sense to target them first, easy kill but they can put out lots of damage if you leave them alone.
It’s not like Mesmer’s are D/P thieves, popping in and out of stealth every 3 seconds. They can stealth 4 times and that’s using 2 utilities and an elite + a torch skill. It’s really not hard to find the real Mesmer again.
1. Find the real mesmer
2. Press ctrl+T to mark him
3.???
4. Profit
It even works when you aren’t in a group now.
Anyone with bad burst condition cleansing.
Both are good in small man/roaming WvW, Mesmers are more wanted in zergs for veil/portal.
I’m not really privy to what’s the “ultimate composition” for dungeons, but honestly anything works for most of them.
Both have good condition builds, main difference being Engi has much better access to poison and (usually) higher burn uptime, while Mesmer has Torment and gigantic cripple uptime with a trait.
That’s my WvW build
For dungeons/world bosses go Zerker(mix in some Vit/Toughness if you like) though, condi damage is pretty meh against bosses.
Vital shot and Engi pistol auto attack both need buffs bad. Vital shot is better than the engi one at least.
No, it’s not.
Engy one is built to be part of a condition build, and the rest of the Engineer Pistol (and /Pistol) skills support that.
Vital Shot is split between condition (P/D) and direct damage (P/P), and does a mediocre job at both.
Vital shot does more direct damage and has a longer bleed duration than explosive shot. Explosive shot has a tiny aoe but it’s direct damage is so sad it doesn’t matter.
Vital shot and Engi pistol auto attack both need buffs bad. Vital shot is better than the engi one at least.
isn’t that an exploit?
Cause not too long ago, mesmers were doing similar thing; well, instant death stomp, and was fixed within minutes.
If this isn’t an exploit, it’s an insult to Arena.net class balance vision.
http://wiki.guildwars2.com/wiki/Protector%27s_Impact
http://wiki.guildwars2.com/wiki/Explosive_Descent
http://wiki.guildwars2.com/wiki/Soften_the_Fall
http://wiki.guildwars2.com/wiki/Descent_of_Shadows
http://wiki.guildwars2.com/wiki/Descent_into_Madness
http://wiki.guildwars2.com/wiki/Toxic_Landing
http://wiki.guildwars2.com/wiki/Arcane_Abatement
All “expliots”, all without cooldown.
Lol an insult to Arenanet balance vision? This very situational skill that require clever use of game environments.As for video- when im defending tower like that I equipe gs/sword+warhorn to jump faster (and sword leap is great for aiming where you want to land), but sometimes I just use Hammer and after Death from Above i drop ES and other cc.
Its very good to buy some time or just to annoy people. Thank you for remiding me how awesome it is
They all have cooldowns. I don’t know them all off the top of my head, but the warrior one is 1 second, the thief one is 8 seconds, and engineer is 20 seconds.
Its hard to get upset with endurance regen changes when they are limiting all of the other professions access to vigor similarly, as well they are limiting the passive endurance regenerations for them as we. For example the Ranger adept minor trait, “natural vigor” is changing from a passive 50% endurance regeneration to a passive 25% endurance regeneration. For the most part it is pretty clear they are making changes of this nature across the board. Which is why I keep laughing at all of the knee jerk reaction post that complain about it as if it is the end of the world. They are so ignorant to the fact of what is occurring, they post as if Anet is singling us out.
As far as I can tell they are not nerfing the vigor on crit traits for mesmers or guardians.
Pretty much, and on scepter the #2 lightning strike has the same cooldown as fresh air (5 seconds)
The Fresh Air builds are pretty awesome with Scepter (that 15 point minor trait in Air provides great synergy) but they work even better with a mainhand Dagger. This is because mainhand Dagger’s Air auto-attack hits harder than any other Ele auto-attack and it cleaves (can hit multiple targets).
Why are you sitting in air auto attacking using a fresh air build? Kinda defeats the purpose.
good condition removal.
Unless you trait into elixirs, engi condition removal is terrible
I’d debate that it’s no more terrible than Ele’s condi removal without water. The viable options are pretty good. Viable for options for Ele are nowhere close to engineering counterparts. OH dagger on a 40 sec cd is the most reliable thing we’ve got, as the focus needs a lot of work in spite of its actually really good condi removal. Engi doesn’t get any favors in their weapon skills, but the utility skills they have are strong, especially keeping in mind they also all have powerful tool belt abilities. Healing Turret, Med Kit can clear up conditions on much better cooldowns. Elixir Gun destroys conditions and has a wonderful little stun break heal. Elixir C is comparable to Cleansing Fire but can also be tossed for an AoE removal. If I wanted to put together a build without water or alchemy, I’d much rather have my condition removal in engineering’s hands than ele’s. Just for the healing skills alone.
ya…. ether renewal
Med kit removes 1 condition on 15 second cooldown (and can’t remove immobilize)
Turret removes 2 on 15 second cooldown (though usually 20 since in pvp you usually explode it for the area heal instead of picking it up)
Ether renewal removes up to 8 on 15 second cooldown.
scepter is ele’s best burst weapon.
dat fresh air
air auto attack does passable damage if it channels the whole time, and will continue to channel when you switch attunements until you use another skill.
good condition removal.
Unless you trait into elixirs, engi condition removal is terrible
Crazy thought, we could buff the other kits so they don’t suck?
Sure they have their uses (flame thrower blind and knockback are awesome, acid bomb and super elixir are great) but they could use some love.
For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative. No need to argue that these traits are worse than IP, we know that, this is why IP was moved. The real question is why are these not Adept tier worthy, which we think they are…
Shrapnel is a VERY weak trait. 15% chance for one stack of bleed that only procts in bombs or nades so it doesn’t even help the paltry pistol auto attack or any other non explosive kit. So, best case scenario is nade engineer (which is already pigeonholed 30 in explosives) spamming nades and every 3 attacks you get 1.35 extra bleed stack on average. Additionally, what condi nade engis lose if they want to keep IP is either Short Fuse or Enhance Performance. Trading either of these for Shrapnel is a HUGE nerf. As Ostricheggs said, this pushes condi engis further into bomb+nades apex build because it will probably be better to get your burning from the bomb kit and simply skipping IP altogether.
Um… Shrapnel is actually really strong for grenades. The bleed base length is 12 seconds, and often I run koi cakes with my engineer so I get 20 second bleeds whenever shrapnel procs. On normal might stacks, thats roughly 2k total damage per shrapnel proc which happens on average at least 1 every 2 throws. Thats a lot of damage for a 10 point trait.
Yes it’s good with grenades, and ONLY grenades.
If this IP to master move happens I’ll either keep IP (I run nades/toolkit/rocket boots right now) and lose short fuse for shrap, which kinda stinks, or switch to bombs+nades and lose toolkit and dump IP.
Static Discharge is pretty much the Burst Damage build of the Engineer, so as Berengar says, that’s probably it.
Wish 100 nades would come back. It was fun to troll around in hot joins with.
Probably Static Discharge build
It’s actually a 33/33/33 chance between losing endurance (haste)/taking more damage (frenzy)/ not being able to heal (quickening zephyr)
by random utility skill they mean random debuff from one of the other profession’s quickness skills.
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