Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
You just inserted your foot into you mouth. " It’s obvious I made no assumption….
I also know for a fact you are in the same boat he is in.
Play a D/D ele then come run your mouth." Sounds like a pretty big assumption if you ask me. I could be a D/D ele for all you know, but you just “assumed” that I wasn’t because I have a problem with it. As an engi and can constantly best D/D eles, but I still can’t do as much as they can. As an HGH Nades engi I can deal good damage, apply conditions, and remove them while stacking might. However as a tradeoff I can be very fragile and have very few escape methods seeing as Elixir S may make me invulnerable, but I don’t move faster or heal while using it nor do I have another skill to follow it that allows me to get far out of other players attack range. This is OK, my build has both advantages and disadvantages, but as a D/D ele there are very few situations where you are at a total disadvantage, whereas most other specs have to make sacrifices in other areas to do what they want. There’s meta and counter meta, but when a class bring so much more to the table than another it’s a problem. I don’t want D/D to be made useless, but there should be some tradeoffs for all that survivability.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
What are you using this for? PvE or PvP? If PvE I would say it’s easier to just run 100b as the damage output is simpler to pull off and I find that whenever I run Kill Shot in PvE Mobs will end up being pulled into the other ranged classes because you have high DPS and armor.
For PvP, most good players will dodge kill shot so I wouldn’t even consider it useful until Bolas can hit a moving target and even then they can still dodge. You could put that 10 points into tactics for leg specialist and use rifle 2 followed by bolas for a better chance to land the attack. Even then, running a build like that means you have practically no utility. It’s even more a one trick pony than most of out builds. If you just want to run it for fun that’s up to you but personally I like a bit of condition removal.
As for what deals more damage, in the Heart of the mists there’s a training golem that you could test both builds out on and average out the damage kill shot does for yourself.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
^ not a fan of people using acronyms that already have a more popular meaning. Thank you for clarifying that you didn’t mean signet warriors should be used in FRACTALS OF THE MISTS.
Flavor of the Month has been in use way longer than Fractals, but yah that currently is the more popular use. Flavor would be the main use if not for S and TPvP being generally terrible.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Hammer in PvP is more of a team support weapon, lock someone down while the rest of your team destroy them. You want your other weapon set to either Sword/Shield or Sword/Mace. I Tend to use either Tremor or Shield bash, wait juuuust long enough to see if they stun break and if they don’t you can switch to hammer and chain your knockdowns. If they do stun break, wait for to dodge then switch and backbreaker them on so on. Some builds focus to highly on evading, blinds, or blinks that nailing them down it’s really worth the effort. One thing you can do with hammer is fake someone out, start using backbreaker then change weapons right at the end, your skill will only have a 3 second cooldown and you forced them to use a dodge which allows you to use your shield bash/tremor then bulls rush and by then you can switch back to hammer and keep the CC going.
Of course, this spec is still more of a support role and if you wanted it to be useful in TPvP you would have to build your whole team around it.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
For signet buffs this is what I would like to see:
Signet of Stamina: Change the passive so that it reduces the duration of conditions bye an amount that is dependent on the condition. Active is good as is, maybe a slight CD reduction.
Dolyak Signet: Passive needs to raise toughness by more than a pathetic amount it currently gives, the active should be a stunbreaker and still grant stability. Basically this will make it Balanced Stance with a passive and a longer cooldown.
Signet of Fury: Just increase with passive bonus, the active is pretty useful if you have 2 weapons with useful burst skills.
Combine these buffs with buffs to the Tactics minor traits that assist with condition removal I’d say we have one very viable spec. You would have the ability to use two bursts in a row, condition mitigation, and a stun breaker that gives stability. Also, you would get the maximum effectiveness from Deep Strike and Signet Mastery.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I would suggest that you get the set with Lyssa runes and transmute the skin and runes on to gear with stats of your choice. The mix stats just don’t help you in any way but because the armor is basically free I look at it as saving money on runes of lyssa which are good WvW runes for the condition wipe but can be pretty pricy and you’re getting a decent skin.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Also yeah leg specialist + arrow cart = perma lock down since last patch
This one is so funny to see, hope it stays.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Could you post footage of using Savage leap for the Dark Room? I wouldn’t mind skipping that part.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
That’s the problem with warrior in PvP atm, they always seem to need help to be effective. In TPvP you have to practically set up your team around the warrior for them to work, and even then you would probably be better off with another class. WvW food can somewhat make up the difference but D/D ele’s can still take on multiple foes and do well much easier and all while having better healing and escape options.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
PvE wise, warriors are very strong. TPvP on the other hand they are hands down the weakest class. Currently the only really viable build I’ve been using is a Hammer+Sword/Mace for perma knockdowns. Of course this means the second someone throws on Stability (guardians) I become worthless. The build is also only useful in team fights to lock someone down.
The thing about PvE and dungeons is that if something is “OP” it hurts people a lot less than if something is OP or UP in PvP. You can form your our group easily and have no warriors if you want but in TPvP you either have to build around having a warrior in your team or just stick with D/D Eles, Mesmers, and Guardians.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
So, I’ve been messing around with different combos and sadly nothing comes close to the effectiveness of HGH or SD. It seems like the best use of the Net + Sitting Duck combo would be to use it in a tanky turret build and hve it just be a part of it rather than the focus.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
If you are trying to maximize vulnerability, you could replace Rocket Boots with Utility Goggles.
The main has a stun-break and fury, while the toolbelt skill gives you a 10-stack of vulnerability. The Analyze toolbelt skill combined with net turret, net toolbelt skill, and rifle net shot can give you around 15-25 stacks of vulnerability on a target.
You can always use Rifle’s Overcharge shot to get out of the way of immobilized, although it would stun you for a second.
That’s a great idea, I had totally forgotten about Utility Goggles.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
With the recent changes to the Net turret I see that there is an opportunity for synergy with the rifle and the perk Sitting Duck. I want to make a damage-based build based on this, but I also want to have some utility with stun breaks and condition removal, which makes be almost feel forced to use elixirs. You could I suppose run with healing turret but it only has one condition removal on a long cooldown.
I have seen all turret builds using the nets with Sitting Duck combo but they tended to be more defensive based and not geared towards attack. I think this would be an interesting concept so any ideas are welcome.
http://gw2skills.net/editor/?fcAQFAUlIqyVH5y3F17IxIFdW0geYXAn3PKYLdB;TkAg0CnoQygkAJLSOkkINIA
This Is what I’m currently looking at using. It has both A condition cleanse and a stun breaker but Rocket boots are kinda silly and the cleanse is on a long cooldown. I’m thinking of dropping Precise Sights and picking up Go for the Eyes or Rifle Mod.
With this current setup you can drop the Net turret, pull an enemy towards you with Magnet, overcharge your turret while you smack them a bit, then explode it manually and with accelerant packed turrets you can send them flying. Which is pretty amusing.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
I feel while some nerfs went too far, especially in Kit refinement we are still a very strong PvP class. Rifle HGH nades is one of the strongest builds in the game. While you’ll lack a lot of utility you can run all turrets as a point assaulter/defending and be very effective. Even if you just take net turret with a rifle you will have some of the best control in the game. While losing the double pop is a shame I still think FT is a viable kit because of it’s ability to quickly apply on crit conditions and when traited has a 12 sec blow back. Some skills do need modifying, elixirs are good for HGH and 409 but I feel that visually they aren’t much different that signets or shouts. Having them do an interesting visual effect for a few seconds after using would make them more interesting to use since it seems they don’t want us using multiple kits.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
If you use pistols more than the FT then your Swiftness/Invigor combo is great for a kiting spec, but if FT is your primary weapon like you made it seem in this thread then the Swiftness/Invigor combo is less relevant because the FT shines in close quarter AOE situations. The FT is not designed for you to be popping off shots and rolling around all over the place, because your primary source of damage (Flame Jet) is a 2.25 second channeled ability that does most of it’s damage on the back end of the channel, and your incendiary round and smoke vent can be used while you’re channeling Flame Jet. If you’re going to be rolling around mid channel, you will be wasting a lot of FT damage.
FT is a powerhouse spec, not a finesse spec like the Pistols. You can get 15% increased damage to FT in Alchemy, 10% increased damage against all burning targets, 5% increased damage against bleeding targets, 1% extra damage for every boon on you, and you can stack vulnerability on foes which further increases your damage by a percentage based on how many stacks of Vulnerability you get on them. Having high crit works really well with the FT because it hits many targets and attacks very fast, so therefore it has a good chance of stacking a lot of bleeds, burns, and vulnerability effects on several targets at once. That doesn’t even begin to include all the stacks of might you will have with Juggernaut + HGH combo and whatever runes you choose to use.
I hardly ever use FT #1 or FT #2, but I use 3, 4, and 5 a LOT, and I time incendiary ammo with my biggest swell of DPS once I get the might stacks up and when I know they are about to try and heal. So in that respect, I feel I do use FT a lot, I just don’t look at it as a damage kit for my current build.
Right, you’re using the FT’s defensive abilities to supplement your Pistol kite build, but a true FT build means your primary source of damage would be from the FT.
AKA my build post above :P
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I’ve posted this on my FT thread but I’ll repost it here, please note it’s still a work in progress.
http://gw2skills.net/editor/?fcAQJAqalspyanuSfF17IBoHAuu3V0jH3YK/pAbB;ToAAzCqo4xwjgHLPOek8MqYSA
I’m still not sure if I like Rabid or Rampagers trinket more, seeing as the crazy crit chance you have with Ramp feeds even more into the perks but Rabid has a ton more survivability. With this you should be in FT most of the time and only using pistol to pop off its skills and get back into FT. You’ll be applying Vulnerability, bleeding, and of course burning constantly with Flame jet. As I said the amount of conditions applied will depend of your gear choices. Runes are also your choice I just feel like flame legion synergies well due to the fact that you’ll have your targets on fire almost 100% of the time meaning flame jet will deal 15% more damage to of fire foes and another extra 15% with deadly mixture.
I think my build’s greatest weakness is it doesn’t have perma swiftness, but I feel relocating any points would reduce the builds overall effectiveness.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
The flamethrower is fantastic at stating on crit conditions. Between Incendiary Powder, Sharpshooter, and Precise Sights you can apply several stacks of all 3 conditions with one burst of flame jet. Pair it with sigils that also apply conditions on crit like Sigli of earth and you’ll be dealing out a large numbers of conditions. FT also has a lot more control than any other kit. When traited Air Burst is on a 12 second cooldown which is crazy good for interrupting heals and pushing people off points. I’m torn between P/S and P/P because blowtorch is a great way to make sure your targets are always on fire and giving you a damage boost from Flame jet while Shield gives you another push back and stuns/daze. I feel like smoke vent either needs a faster cooldown or have a 3 second smoke cloud that applies 1 blind/sec but as it is currently you can use it while stunned and also while stomping which is very useful indeed. Napalm can seem useless but throwing it down and kiting over it or dropping it on someone after a air blast applies a few more seconds of burning.
Most importantly, the thing looks cool. Priorities.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I’ve revised my build,
http://gw2skills.net/editor/?fcAQJAqalspyanuSfF17IBoHAuu3V0jH3YK/pAbB;ToAAzCqo4xwjgHLPOek8MIYWB
I decided that Rabid gear was a solid choice because you will find yourself in close quarters more often than a nade build. I still use elixirs with 409 because personally I like having consistent condition removal and because deadly mixture is in alchemy you might as well go with the full 30 points. You stack a lot less might in this build although I suppose you could add in a sigil of strength for more (do the cooldowns on earth and strength conflict with each other?). This build priorities staying in FT to stack conditions and only switching quickly to pistols. I’m still not sure about my rune choices although with Flame Legion you are dealing 15% extra damage to burning foes with flame jet. The bleeds and vulnerability that you constantly apply also serve as good covering conditions for the burn.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I’ve removed HGH since posting this, I now have 409 and Deadly mixture. I now focus on using the FT’s knack for applying crit based conditions like burn, bleed, and vulnerability. This is something the nade kit can’t do as well because it doesn’t have any sills that can crit 5 times a second. The double pop is dead but it is still a good skill to use after pushing someone back with FT3, let it hit them then pop and it does some good damage. I think a lot of people have been trying to use it as a purely power kit when it seems much more suited for conditions.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I wouldn’t call it immaturity, it’s just a fact that more DPS is faster kills, and faster kills mean faster runs. 100b has been shown to be the most damaging ability and axe 1 is also highly damaging. It can be annoying having a run take longer than it should because someone wants to run something that doesn’t make a run go fast.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I want a rifle that actually looks like a double-barreled shotgun that has the same range but fires a pellet blast rather than a single shot.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I do think that one big advantage the FT has is that if you are running a high crit build, using perks and sigils that cause conditions/effects on critical hits can be very effective because FT 1 hits so many times.
(Copy/Paste)
http://gw2skills.net/editor/?fcAQJAqalspyanuSfF17IBoHAuu3V0jH3YK/pAbB;TsAg1Cqo4xwjgHLPOek8Mq4Iy0CA
Using both Incendiary Powder and Precise Sights with a sigil of earth and fire (kinda iffy on fire, may be a better choice) means you are constantly applying 3 conditions with FT1 and you mostly use the pistols for more burning and maybe a glue shot so you can place a fire wall in it. The nature of FT1 allows you to stack the most powerful damaging condition, burning, in addition to poison and bleeding while having the utility of a 12 second push back and a blind that you can use while stunned/stomping (this is actually pretty cool, you can use the blind right before they try to interrupt you much like a thief).
Where as nades stack poison better than FT, FT stacks the more damaging burn and can maintain it for a long period of time, and with the Runes of the Flame Legion you’ll be doing more damage with Flame Jet because it has increased damage to burning foes and has another 5% from the runes.
I think that this would lead to a bit more use for Juggernaut because it encourages the use of Flame Jet and switching to Pistols for just to pop those skills off rather than only switching to FT for a few skills.
As a side thought, how cool would it be if Slick Shoes had the oil linger for a few seconds and you could set it on fire with flame jet.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
Yes its viable. Use P/P instead of shield. And rabid gear .
Waka, ill be on shortly if you’d like to test your theory.
Have fun competing with your build against a HGH condi nade engi.
What?? Don’t change the subject.. log in and fight me. Or, just keep blowing chunk..
I’m not changing the subject, and I’m also banned for 4 more hours. Stop being such an internet tough guy brah.
edit: I know you want to be some sort of “unique butterfly” in this game but sorry it just doesn’t cut it.
Nothing of the sort.
Its simple:
1) You fools babble about how broken the engy is.
2) I offer to PROVE that it is not.
3) Respondents either log in and lose a substantial portion of our fights, or just fail entirely and won’t even fight.
Ironically, I’m not even claiming to be nearly a great player. Even more evidence that the class is fine and most of you just suck.
If I’m a “unique butterfly” because I love the class as is, and don’t want to see it dumbed down to make you lazy clickers happy… sure, I’ll wear that.
Hence, you’re just more babble in the sea of noise.
I don’t know what you mean by “broken”, but from the context of your response I am under the influence you mean people are saying the class is kitten I don’t know where you get this influence from but the general notion is that the engineer is actually currently one of the top classes in tournament setting PvP, so you are actually wrong there.
What I’m saying :
Why use a flamethrower when grenade kit scales way better with power and condition damage.
Why use a flamethrower when grenades can be used to help team fights from 1500 range away.
When are you going to use your flamethrower other than the knock back and the smoke field.
Don’t get me wrong, I’m all for using a variety of builds but grenade kit by far surpasses anything you want to do with flamethrower kit.
One thing you can do with Flamethrower though is focus on always having burn on your target. The on-demand smoke even while stunned is handy and the push is on a decent cooldown. This Juggernaut you can also have decent survivability without going heavily into toughness. It’s also waaaay easier to hit your targets with the flamethrower especially since it now hits almost everything in front of you.
The FT seems to bring more utility to the table than nade kit while still dealing decent damage.
Edit: never really used rifle with FT but I could for sure see all the wonderful control it could bring to the table, in PvP with Rabid gear you could be pretty tough as well, turning you into a front-liner rather than mid.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
Nades are fun and all, but they get very dull very quickly. Is using a HGH build with Flamethrower viable, or would it simply be an inferior HGH nade build?
I’m thinking of 0/30/0/30/10 with more tanky gear taking advantage of Juggernaut with HGH with a pistol and shield so i have 3 interrupts with blow back. Would this be decent or have we been just forced into Nade kit or a SD build with toolkit only?
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Keep in mind that most Necros believe Minions aren’t viable either. For many of the same reasons Turrets aren’t viable. AI, durability, and no scaling. I don’t think changing them to minions would alleviate any of the complaints we have.
Well, then that just means we have to advocate them fixing minions before making our turrets like them :P/
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I think turrets as a concept is cool but in practice they just don’t compete in most cases. I would like to see them made into something similar to necromancer minions, making them tanks or something similar. This would fit with the Engi’s theme of mimicking other classes abilities using technology as opposed to magic. Grenades functions similarly to a combination of marks and wells, the flamethrower acts like an ele’s fire magic, Elixirs are like signets or shouts, and even the shield is like taking several ele and warrior abilities together.
Making turrets more like minions would require a total rebuild but I feel it would give them more utility. Not to mention I think many would agree mini tanks are a lot cooler than the current turret designs.
I think another annoying aspect of Engi in PvP is how random many elixir skills are. Sometimes getting stealth from a thrown Elixir S can help you escape from combat, but when you get stability instead it can be frustrating. Perhaps have an addon to one of the elixir traits that allows you to choose what effects you receive. I like to know what will happen when I use my skills rather than leaving it to chance.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
I played my ele all day today…. it’s sad that the devs think engineers are some kind of sister class to the elementalist.
My damage is the same, burst is better. Condition removal is better than elixirgun/KR was. My healing is better. My speed is better. My healing turret never dies, and follows me everywhere I go
I miss my engineer, (the way it used to be) it was more my style, but everything as an elementalist is just plain better.
This pretty much sums up my feels exactly, only way to beat an ele as a Engi if you are on a roughly equal skill level that I’ve found atm is to use HGH grenades and condition them to death, that’s assuming they don’t just run halfway across the map the second things look bad.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The new effects are completely worthless and crippled by a shared cooldown.
Deal with it.
/sigh, no, not entirely. The Medkit and Bomb Kit got far better abilities than they used to have, so not all of the abilities got kittenier.
Global cooldown is awful though.no bomb hit! noooooo way!!! dropping a tiny bomb that would hit ( on my fulll berserker gear) 2-3k.. everytime i switch to the kit ! that was awesome but often undervalued! i used it before a dodge! leaving 2 tiny bombs that would do a lot of AoE damage to mobs and enemies!
the new bomb lacks range.. so unless the target is already inside the other bomb radious, this won’t do much! it doesnt even work for balling enemies S: .. the best use for this bomb to far is to use it when you have someone chasing you to slow them down, that’s about it
I could see the new bomb being useful for point holding in PvP, place Big Ol’ Bomb, kit change, start placing other bombs, enemies either get sucked in and eat all the bombs or have to get out of the capture zone, either is good for you.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Oh man you post was misleading. When you talked about HGH engineer, I thought you werre still talking about FT engineer.
Never mind the last reply then.
And yeah, I know we can get some pretty high might stack.
So If I understand your original post, you say a FT can gain more survivability, because they can use survival traits.
But they only have 20/30(if you count the first 10 in alchemist) points to get defensive traits.
Grenadier only need 30 points, the 40 others points can be put in any other defensive traits.
I had a Grenadier that was balanced around having protection on crit, protection on CC, invis on immob, Elixir S at 25%.
With that kind of setup without HGH, I’d argue you’re better off just dropping the Grenade Kit entirely and using the Bomb Kit or Tool Kit instead, which both have the least trait dependency of 20 points.
I’ve always felt that HGH was the only thing that made Grenade Kit a competitive option in sPvP given how (in my opinion) how weak it is defensively.
Flamethrower didn’t need it because Hoelbrak/Fire/Strength runes + Juggernaut + Sigil of Strength/Battle = Omigad dat Might. Deadly Mixture and Incendiary Powder help, but they’re hardly necessary to get the job done in sPvP. Especially if you run it with a Soldier trinket with Knight jewel, you’ll have nearly 3K Armor with 25K HP.
I’m not saying this post is implying that this build would work in tPvP, but it is a fruitful exercise in frustration (for others) watching players try to kill me 1v1 in hotjoin games.
Even without HGH, a good grenadier can do really good damage, and work like a necro with marks/well spam.
That’s what I’ve always found interesting about the Engi as a class. They tend to imitate or directly copy the abilities of other classes by the use of technology rather than magic.
While that’s cool in theory it’s hurting us overall because unlike ele’s we can’t do everything well, we have to focus on one thing if we want to be any good.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Runes? That gave me a thought!
Would playing with Sigils of Purity in a high crit build help to keep condis off? I guess I’m just concerned that they’ll activate and give me the 10 sec CD on them when I don’t have any condis at all, or would they wait until I did get them to activate?
Cause besides blind/fear/chill that might help, would save me from having to use Lyssa runes perhaps? lol
I was thinking before hand that maybe I could take 20 out of Defense and put it in Tactics and use a warhorn, but the mace#5 is actually a pretty important skill of this build so I’d need both but I’d have to keep 30 in Strength and at least 15 in Discipline for Fast Hands.
Although I guess if I did axe/mace and axe/horn then I wouldnt need fast hands…..
god kitten I hate having to make new builds! lol
I’ve thought of high-crit with purity but the problem is that I’m not sure that’s enough to replace a signet of stamina or lyssa runes. If they made it so that it was a 10sec cooldown for each individual sigil that would really help warriors out and literally allow us to “Power through” conditions.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
This is a build that started as a HGH build but ended up focusing more on the fire damage of the flamethrower and uses the elixirs for support and not might.
http://gw2skills.net/editor/?fcAQJAqalspyaHwSfF17IBoH5tu3V0jHT5G/pAbB;ToAg1Cqo4xwjgHLPOek8MsYKA
I tested something similar last night but not this build specifically but I feel it could work. Because FT deals more damage to on fire targets, combing it with burn duration and even more damage vs burning foes it could be rather lethal. You won’t have as much might as a HGH build but with deadly mixture, powder, and the runes being totally focused on burning it seems a fair compromise. It’s still fairly weak defensive wise without a shield though.
Still trying to decide if I want dual pistol for an extra burn skill or a shield for more interrupts.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
Grenades also give u more durability in close combat then FT: AoE-blindness every 8 sec + nearly perma chill and the fact u can deal dmg behind u = much much much more then 200 armor. lol.
But it’s not just the 200 Toughness from Juggernaut.
It’s that HGH Grenadiers go for, well, HGH. They also go for Potent Elixirs + Fast-Acting Elixirs, while the FT Engineer can freely use Invigorating Speed + Protection Injection/Self-Regulating Defenses. Deadly Mixture is the only necessary trait in Alchemy that I need. The other two traits can be selected to improve my survivability. While HGH Engineers can arguably do this too, they generally don’t.
Also I will take Smoke Vent over Flash Grenade any day of the week. One can be used while stunned. The other can’t.
I do wish though that smoke vent made a 3 second smoke field around you so you could 3 blinds every 20secs rather than just one.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Last night I was running a variant of the HGH might stacking build with a 10/30/0/30/0 and I had some OK success. I’m considering using Pistol Shield instead of my current Pistol/Pistol because they will give me more defensive capability as well as 3 interrupts.
Although, instead of stacking might I think it may be better to go for burn duration and initial damage than just all might stacking. The problem with the current setup is that I can’t find room for Deadly Mixture.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The hair is made of different material than the armor so of course it will absorb different areas of the electromagnetic spectrum.
Cause reality.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I recently made over my Engineer and gave her the turquoise hair. I then bought a dye of the same color cause I’m one of those people that like things to match. On the character select screen the colors seem to match rather nicely… !http://i.imgur.com/F6ip2s6.jpg!
However, in many locations in the game, in fact most places, her hair is hardly affected by the light of the area she is in and it often looks like it glows as if it has radiation poisoning…!http://i.imgur.com/nnyBp43.jpg!
While this isn’t a huge deal by any means I feel it would be nice to see the hair affected by dynamic lighting to the same degree that the rest of the character is.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The problem with hammers is that you don’t get a lot of use out of them against boss mobs considering it’s a CC weapon. Because of this I’ve taken to avoiding using in in PvE.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Copy/Paste link.
http://gw2skills.net/editor/?fIAQNAseTncOEFcyDuPgDZA4oIppUKoDu0jwMbNA;TsAg1CqoyxEkIIrOuck6sEZIyMDA
After seeing the HGH Engineer build I felt inspired to make a similar build for warrior. I admittedly haven’t tried this in PvP, but I don’t see it being super effective there because this build’s biggest weakness is the general lack of condition removal. I suppose you could trade out OMM for SIO and use Mending as your heal. What makes this build more interesting in PvE that your average 100b build is that it’s actually a great support build.
Longbow can actually provide an unexpected amount of support. If you use the F1 on your backline they will gain fire on their projectiles. What’s really helpful though is that if you use bow 3 in the fire field you will give your team 3 stacks of might. If you bring a single banner around and summon it in the fire field you will give an additional 3 stacks of might and if you pick it up and use the 5 skill in the fire that’s ANOTHER 3 stacks. If you are using FGJ there’s even more might.
With the runes you can either go with the ones on the template to make you might last as long as possible, or you could use soldiers to remove some conditions for yourself and your team to maximize your support.
Your basic combo you will be spamming almost constantly. Start out in melee with sword/shield and you your shouts. You will quickly be at full adren, switch to your bow and use F1 where you are standing. You have to do the next part quickly, use bow 3 where you are standing (try to hit the enemy as well) for your first 3 stacks of might. Next, summon your banner in the fire for another 3 stacks, switch back to sword then pick up your banner and use 5. With your sword use leap with shield bash for a fire shield.
Repeat this over and over. Beware of picking up the banner while moving as you may keep on running without picking it up. I can’t say this is any more useful that just doing massive damage with a GS but because so many warriors run this I feel this builds helps diversify your team if you have multiple warriors.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
Mesmers have the worst condi removal in the game. Period. Based on the ‘meta’, this is pretty much inarguable. The most popular Mesmer builds run zero cleansing skills/traits.
That just isn’t true. Conditions DESTROY warriors, even with a full set of Lyssa runes and a signet of stamina and mending the cooldowns on all of them are so high they aren’t as practical as say, removing a condition for free every few seconds. Lyssa runes are nice but you are using a rune set that heavily limits the build you can run. Signet of stamina has a pretty lame passive and using it to wipe conditions means you won’t have it a again for almost 30 seconds. You shouldn’t use mending for condition removal and using it means sacrificing the greater amount of HP Healing Surge gives you. Any build that is even slightly condition focused can apply the conditions faster than the warrior can remove them.
If the most popular mesmer builds aren’t running any condition removal the solution is to make a build WITH condition removal. Not using removal and not having it are two different things.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
I’m glad that the acknowledge that while warrior is good in PvE (which imo isn’t that big of deal), they get destroyed by conditions in PvP even with a full set of Lyssa runes and a signet of stamina. What I’d like to see is the perk that increases movement speed while in combat also reduce the effectiveness of cripple or perhaps have the one that removes immobilize on movement skills also remove cripple. You could also have the passive of signet of stamina changed to something that reduces the duration of conditions by a certain % (which would probably depend on the condition).
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I’ve been playing this a lot, I don’t see that many mesmers compared to warriors and thieves, I actually see more warriors and me personally I have issues playing against warriors when I play my thief because stupid 100b.
As for thieves it really isn’t that hard to play against them all you do is move in circle and if you know there going to try backstab you just keep attacking the air of where you think they are at.
100b warrior is so stupid, I get immobilized and BAM down, and some people think they got backstabbed or whatever but its actually a warrior doing 100b on you, not a thief killing you.God as a thief I hate that bullrush 100b combo so much. Yeah I shadow step out of it, when it’s not on CD. And they say we just press two buttons to win a fight.
100b requires 2 to 3 utility skills to be effective, you also can’t stealth to get out of the fight when things look bad and 1 little cripple means even the mobility of the GS won’t always save you.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I was trying to help on your question zerging is another topic. But yea I don’t like being in the not zerging team since they will win all the time.
Actually, I find the zerging team tends to lose if someone just backcaps them. It’s just boring when that’s all you see so the game needs to offer significantly more incentive to WIN not just get kills.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
But there is builds vs thieves and you should follow your team since they kinda zerg in hot joins.
But that’s the whole problem, SPvP encourages zerging glory farms when it shouldn’t. It’s because the game rewards you for running easy classes like thief that that we see so many of them. SPvP will have to make some major changes soon in addition to balancing or it will die and have a slim chance of ever recovering.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
In the majority of my games nearly or over half of the players are thieves, followed by guardians. It has totally killed the fun of SPvP due to the fact most of them are all running the same zerker heartseeker spam build. Some games you’ll have a team that is 6 thieves and 2 others. It doesn’t matter how “skilled” you are when you have a pack of 4 thieves running around instakilling.
I’m find claims of thieves being balanced highly suspect when it’s clear that the build is easy enough to use that anybody can use use it to decent effect. At least 100b requires timing and roots you in place. I feel that this will end up killing SPvP cause honestly I know i for one don’t feel like facing so many thieves even if we win the match. Rather than nerfing the build it seems like thief needs some major redesigns. Currently they are just as bad if not worse than assassins in GW1.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
LOL Daecolle, you still around posting BS? i don’t even know if you troll or just real stupid anymore
Considering how you structured this sentence I find its subject matter ironic.
I thought you would be smart enough to know that not everyone on the internet speak English like it’s their 1st language. Or your mind just can’t understand the simple meaning of this sentence?
I had a feeling it was your second language but calling someone stupid and then put no effort into explaining WHY what he said was stupid or providing evidence that disproves his statement.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by Moderator)
I miss deep wound. If they added that as a warrior-only condition and had it attached to sword it could lead to condition warriors being viable.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Le build:
http://gw2skills.net/editor/?fIAQRAnZ8ejcO1w5OyQMxBAjiiC68IJqaSpwu6A;TwAg0CnoKyUkoIbRuikFtMYMyGkJEA
I feel that Greatsword is far to predictable and as a result decided to change to Axe/Mace. The Mace 5 skill Tremor has a longer range than bulls charge, a shorter recharge, has the same knockdown time, and most importantly frees up a utility slot. The axe auto attack also has comparable damage to 100b but doesn’t root you you in place and as mentioned earlier is much less predictable.
I originally used to use Sig of Stamina for the condition wipe, but the problem still remains that most condition based builds can reapply conditions so fast having a condition wipe every half minute seems to be less useful than having a Sig of might that gives you 5 stacks of might and with Sig of rage that’s 10 stacks in addition to 8 stacks of vulnerability.
I use Balanced Stance on most of mu builds because being immune to CC when you enter a fight is so useful it can’t be overstated. Now if only warriors had a way similar to guardians to manage conditions. Perhaps instead of removing a condition every few seconds make a trait or skill reduce the amount of time they last.
For my alternate set I use Sword/Shield because of my squishy nature having shield stance is useful and sword has savage leaps which is good for chasing and retreating. I have the freezing runes for the same reason. If the target isn’t dead at the end of the combo I switch to freeze them to keep them from running and shield bash can interrupt their heal.
I use Runes of lyssa because I get a condition wipe AND every buff for 5 seconds when I use my Sig of Rage which I find pretty cool. The extra duration of the vulnerability is nice as well.
For traits the big one is Last Chance which I just love. If your Frenzy runs out before the target is down you’ll get even more quickness if you get them to the 25% mark.
The main weaknesses of the build are of course it’s squishy nature and CONDITIONS. If I find myself facing Condition Necros, Rangers, or Mesmers I crumble so fast unless I manage to burst them down faster than they can blind me.
If you see any problems with this build and have ways to improve please do share. I feel that the only role warriors really fit well in PvP atm is damage based roamers. Heal shouts is nice but you’ll never come close to the survivability of a guardian. I’m not even convinced we roam better than thieves seeing how easily they can disappear and disengage from bad situations. No matter how useful Savage leap is the enemy can still see you and cripple you at which point you’re probably doomed.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Is this in SPvP or WvW? If it is WvW are you max lvl and fully geared out? If SPvP, it seems like the warrior is running an almost direct counter to your build, and he probably has a hard time against anything else. Condition necros will probably stomp most warriors easy unless they have full Runes of Lyssa and Signet of Stamina, which MAY give enough condition removal to get in range and spike.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
I was going to address everything that’s wrong with your topic line by line, but there’s SOOOO much wrong with it that I’m not going to bother. Suffice to say, I strongly feel you just aren’t very good at the game. I say that respectfully, that’s not an insult. But if you think the warrior is lacking in gap-closers, in offense, in defense, and in sources of swiftness (among the many, many, many other baseless things you’ve claimed) then you don’t know what you’re talking about.
You can’t “respectfully” say someone is bad at the game.
While he may be exaggerating he makes some all to true points. I’ve tried using bolas but hitting with them is so hit-and-miss that they aren’t worth using. In PvP the only utility skills I find worth using are Frenzy, Signet of Stamina (more dodges and condition wipe), and either Balanced Stance or Endure Pain (I prefer the stance for its lower cooldown). If you aren’t running shouts conditions can simply destroy you and there’s nothing you can really do about it unless you have Signet of Stamina or Runes of Lyssa with SoR (Another condition wipe with buffs, sadly this comes at the price of not having more useful runes stat-wise).
I wouldn’t say lacking access to swiftness is the problem as much as being able to use it to escape. You also have to sacrifice a whole weapon set just for escaping. If I’m running a Axe/Mace I probably want sword/shield or sword/warhorn for escape. Unfortunately, with this set I’m giving up another weapon I could have used to help my offense like a rifle. Part of the reason I have trouble finding a viable use for the rifle is its lack of utility.
The whole adrenaline system is pretty well borked atm. I can only name maybe one or two really worth using frequently and maybe 1 or 2 worth using depending on the situation. Adrenaline is also pretty boring compared to other classes special abilities as well. Engis can get up to 3 extra little skills, Rangers get extra abilities from pets, Necros get a second health bar with added bonuses. Meanwhile, warriors get a skill that most of the time you’re better off not using because of traits giving better benefits than the attacks themselves. Evis and Earthshaker do indeed have a bad habit of missing and most people with a brain can avoid a Killshot 1v1 unless you are relaying on one of the aforementioned unpredictable CCs. I think it would be interesting to make adrenaline similar to Necros form. Make it take a bit longer to build up adren or give it a longer CD and instead of an attack make it a Rage State that reduces effectiveness of conditions and CCs for a few seconds while maybe having a slightly different effect depending on what weapon you have. Maybe you could have Rage State bound to F2 and using it locks your normal adren attack so you have to choose which one to use. Properly balanced this could help damage based warriors stay on their target and help defensive warriors bunker more efficiently.
Linking to the last point, while we may have more armor and health it isn’t so much more as to make a world of difference. A glass cannon war isn’t that much more difficult to down than a thief seeing as a smart thief ducks in and out of combat while warriors don’t have that luxury. Bunker warriors don’t really exist seeing as even a full Vit/Tough shout healer isn’t a good of bunker as an Engi, Guard, or Ele.
While in SPvP I can do well it’s typically because I’m on a team that doesn’t totally fail and I can wrack up a ton of kills but not roaming or capping solo. Of course for any sort of non-random PvP against a good team that doesn’t really matter because the roamer role is better filled by a theif. I am NOT saying that warrior is super UP or that it can’t do well in PvP. What I am saying is that if you take the warrior’s shortcomings and compare them to the current state of Thieves, Guardians, Mesmers, and well played Eles there doesn’t really seem to be a spot where they compete. Many of our problems stem from a sub par class mechanic and buggy skills/traits.
EDIT: I’ve gone and done it again, making a post that managed to be even wordier than the OP’s. What can I say, I am a man of many words.
EDIT EDIT: I also don’t want to see any links to Youtube videos with cherry-picked clips in WvW where the warrior isn’t targeted and is facing foes who obviously aren’t fully geared and having that used as proof that warriors are OP seeing that using WvW as a benchmark to determine balance is laughable.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
But Cleave “AoE” isn’t really your traditional AoE. When I think AoE I tend to think of wells, nades, mines, and the like. While melee swings may be by definition AoE I don’t think that’s the target of these updates, at least I would hope not. Any significant nerf to skills like 100b runs the risk of servery hampering our usefulness in groups. Even in PvE using it runs a heavy risk. On basic mobs in the world while leveling up it may be useful but does it really break the game? I don’t think so. In dungeons, to use 100b and do said damage means being up close and personal. It may deal more damage than a typical ele or necro AoE, but it hits fewer targets and as I said requires them to be close to a mob that could easily down them especially some melee based bosses. I sometimes run full berserkers and while I deal a good amount of damage, making sure you don’t get focused and downed constantly you have to be careful.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)