Showing Posts For Brutus Tarsi.1283:
I loved GW1, and have looked forward to GW2 coming out for a long time. My first character had to be human (felt odd having my first character be anything else), and I went engineer. I also really enjoy my Charr Thief (though my comp. can’t handle melee that well) and my Charr Ranger.
As far as pointers go, your first purchase needs to be gathering tools (axe, pick, sickle). Outside of that, take your time and enjoy the details, because this game is full of them.
Just finished the Jumping puzzle in Lion’s Arch the Sharkmaw area… and I ended up laughing almost the entire time. I rp’ed with the ghost, and when I jumped over gaps and then got slammed to the ground by spears and he said, “Bet you didn’t see that one coming,” I died. It was great!
The last mission for the blood legion (level 10 I think) was amazing. Not only do you rebuild your warband, but then calling out sniper targets and mortar fire… I want to replay that mission a few more times just for kicks!
I really enjoy this game, and like many, have found very few things to complain about!
I would guess that the low level players with fire weapons would be those who earned the Hall of Monuments reward of a flame sword from their achievements in Guild Wars 1.
If you are in an area that is below your level, you will be down leveled so that you are more inline with a level appropriate for that area. That means, at lvl 80, if you are in the asuran starting area, you will be downleveled to around level 4 or 5 in some instances. The white numbers are you actual stats, the green numbers are your down leveled stats.
Hope that makes sense
I run pistol/shield with a turret to act as a meatshield, with some gadgets or elixirs thrown in depending on the situation. I love the control that the shield gives me, given that most of my abilities on rifle or pistol need to be closer distance, I like having the blowback and the double interrupt whenever I need it.
My understanding (take that for what its worth…) is that rifles pierce automatically, pistols have to be traited. Pistols have the ability to have a shield go with them so inherently they are more of a defensive build anyways.
If rifle’s pierce automatically… doesn’t that make up for the straight damage difference? Not to mention you can add stacks every time you fire the pistol, where as the rifle bleed has a 10 sec CD (traits withstanding of course). I guess I don’t see the complaint point… of course pistols (1) ability isn’t as strong as the rifle’s, but the benefits you get from the off hand (whether just stats from the second pistol, or shield bonus) theoretically makes up for it does it not?
Side note that might not help, but from what I know, there is still free server transfers right now, so you could switch if neither or only one of you is tied down.
Quintal – wouldn’t those options only be available if he were partied with those people? What bout during world events when he is doing something with non-party members?
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Brutus Tarsi.1283
Please oh please stop making the suggestion to add another kit. The mechanics of switching between the already existing kits, along with the inability to upgrade the cosmetics or the stats of said kits, make kits the least used thing in my engineer’s arsenal. For crying out loud, until they allow me to equip kits into a weapons swap kind of situation, I don’t even want to see the suggestion for a new kit.
I tend to run 0 as well.
In water I have ’nades cause they are stupid good, and in groups I will use the elixir gun at least, but on my own, PvE speaking, I normally run Elixir Heal, Personal Battering Ram for another knockdown, rocket turret for a decoy if I am in trouble, and elixir B for buffs. I run pistol shield, and feel like with that setup I can control most any battlefield
I would say go Vitality. I don’t notice much of a difference whenever I add toughness, but I always notice having more life.
Do you make use of the toolkit? I hate having to lose a turret spot to bring along a weapon I don’t want to use (rather avoid melee if I could) but could keep my turrets around a bit longer.
In GW1, one of the things I loved about the game was stats wise, there was no progression for max weapons. You could get different stats, and different skins, but they weapons themselves did not get more powerful. That meant, the grind that I was used to as a requirement, was now my choice. Personally.. I chose to make that grind once, and grinded out a set of Vabbian Dervish armor in white dye that I wish was on display in my Hall of Monuments. Nevertheless… the weapons, and the armor… never changed stats.
So can there be a grind… yes, but the difference between this and traditional MMO grinds is, the choice is yours. You are not required to grind to get better stats or do more damage, you can grind for looks, for achievements, but not for viability.
… that means I’ll have to wait another week to be able to finish…
Or you can just go and fight. Seriously this is WORLD Completion, this can`t be easy walk on the park. And WvW is just some PvP elements, this is mix of PvE and PvP.
I agree with Eochaidh.
Really? That is your answer? Glad to be informed that completing every area in PvE is some cake walk, and we whiny PvE’ers can’t hack it with you all powerful WvW’ers.
At least, that is what your response communicated. It is an impressive feat to have 100% completion in PvE, and asking those who have completed all of those areas then to have to completely alter their gaming experience for three maps, seems well, illogical. That is the point of this conversation. It isn’t to say whether or not it would be more epic, or people should shut up and deal with it, it is, at its crux, an illogical move by ANet. This game can be played in many different forms, and appeals to lots of different players for that reason. But asking someone to cross over into something they don’t enjoy, not only makes the process of the achievement less enjoyable for those making it, it hurts those that enjoy WvW by giving them a teammate who is doing something that is completely contrary to the purpose of that gameplay style.
My playstyle – I PvE almost exclusively, as my processor can’t handle PvP yet (though the new one should be here any day!) and enjoy playing an engie. I am lvl 38, and have found that I really enjoy running turrets. I use them instead of grenade/bomb, because I like my pistol/shield combo, or my rifle too much to get rid of them for kits that I don’t gain as much benefit from. This is a general playstyle, though when the situation calls for it, I can bring out a kit no problem. I tend to get stuck soloing lots of PvE content, and which leads me to need to be able to take a few hits. I have found nothing works better than being able to toss 3 turrets down and allow them to take the first few hits, and allow me some time to unload/condition my enemies.
Problem – I am struggling when I pull too many mobs, as my turrets die rather quickly. This is not intended to be a thread where we rehash the problems of the engineer class as a whole, or turrets specifically. I am just looking for some helping traiting out my engineer so that my turrets will be able to last a bit longer, and so that I will still be capable of soloing PvE content.
Currently, I am leaning towards maxing alchemy, invention, and then adding the last 10 in explosions simply for the stats… but I dont’ know if that is the best option, nor do I know what traits in those lines would really help me out. Any ideas out there to help my turret decoy engie out?
In terms of question 1) my experience has been that the further away you are from the target, the less accurate your dart volley seems to get. If I am at the extreme range of my pistol, I might hit once, but when I am right on top of my enemy, I can often hit all 5… I could be way wrong, but that has been my experience so far.
As to your number 2 question, I couldn’t tell you, I don’t use the flame thrower much lol.
Intro: I am a casual player, my main is a mid 30’s engineer. I read the forums occasionally when I can’t play and have some questions about mechanics, but have no idea how to go about finding those answers. My question arises from the dilemma of how to spec my main in terms of traits and gear. I know a lot of opinions are out there, but I haven’t seen my questioned answered in any of those discussions so I figured I would just ask it here.
Question: How is Damage Calculated?
I know on the wiki, the warning is we have no idea. I appreciate that, but I still am confused. I know a weapon has a certain damage range, I know my power affects it somehow, and I am sure that somewhere along the line armor decreases that amount till it becomes the number I see on the screen. But I am confused as to how that works. Is my power limited by my weapons, or is it added to my weapons? If so then, how much does armor really affect things, given that there was a conversation earlier about how marginal it seems the toughness stat effects damage mitigation.
I recently upgraded my weaponry, from mid teens pistols to lvl 31 pistols from the TP. Sounded great, but my damage numbers that were popping up didn’t change much if it at all. Because of this, I am left wondering, how in the world does power and weaponry effect one another, and how does it affect the final outcome of the number that pops on my screen? I am left wondering the benefit of investing in power gear and the constant upgrade in items, if they don’t make much of a difference.
Hopefully that makes sense, and hopefully there is someone much smarter than I who has some idea as to what is going on, to give me guidance in my future endeavors in GW2.