(edited by Casia.4281)
“designed by women”
“gender neutral”
“thought it might be frost related”
Seriously people?
BIFROST. The rainbow bridge between Midgard and Asgard.
There is nothing effeminate about Norse Mythology.
I find it hard to justify a build that doesn’t use 30 elixirs.
H itself isn’t amazing. The throw is awful.
However, with 409 and H.G.H its suddenly pretty good. And the 20% cdr as well gives you more frequent healing. The innate+30% to boon duration, aids in the effectiveness in all the boons.
Elixir B is a go-to as well. While it offers no real utility, it provides amazing buffs. with hgh. 2 stacks of might. Retaliation is op. Fury is strong. Swiftness on call. (and possibly vigor with that)
Elixir R is amazing utility. both self and throw. The ability to throw and res at range, instantly others can not be overlooked. Self rez as well. No other professions, res downed trait/skill is instant like ours. They need to cast it, doing nothing else, and can be interrupted. We can throw R at 1200 range, and keep fighting. (rifle to interrupt stomp while rezing) It also pulse removes conditions innately. self use, it breaks stun, daze, fear, knockdown/back. And refills endurance, allowing 2 more dodge rolls.
S and U have their place. I don’t use them as the afore mentioned are soo good.
S stabilty and stealth both can allow uninterrupted stomps. Both can allow diving through guardian walls, etc. Self use as well, allows diving though damage that would normally kill you. The randomness of the stability vs stealth can be a pain. As they aren’t exactly useful in the same situations usually.
Self use shrink removes active attacks, but thats it. you can stomp, you can use utility skills, you can res.
Toolbelt and elixir gun.
Many traits do not work on these. Its a bit weird. Anything that would conflict with toolbelt traits, do not work for elixirs.
Example, reduced cooldowns. Elixir reduced cooldowns do not effect toolbelt elixirs. Reduced toolbelt skills cooldowns do.
Hgh, and 409 do effect toolbelt elixirs. (+duration effects, all do effect them)
I don think any elixir traits effect elixir gun elixirs.
Attack stat as listed in the hero panel, and wiki seems to be useless and wrong.
Damage is factored as:
skill coeff*weapon damage*power/2600
Skill coeff is hidden, but easy to figure out with the other stats as constants. Most of these have been tested and listed. Weapon damage is your weapons max damage. Kits have a weapon damage of 969 at level 80.
Power most certainly does NOT increase attack 1 to 1.
Power increases damage by a % of your weapon damage.
Meaning 1000 power is like + sixty damage when using a 1000 damage weapon.
But 1000 power is only +30 damage when using a 500 damage weapon.
Also, tooltip listed damage is shown as your MAX damage vs a heavy armor target.
You will do more then listed vs low armor targets.
Consider the damage you do vs critters in WvW and about the world. You hit rabbits for 200,000. They have no armor.
So, high armor does not reduce the damage you take. low armor increases it.
(edited by Casia.4281)
Considering its a trait in an inherently AOE line, and it can only effect 1 target due to its cooldown. its a pretty terrible trait.
And yes, there is a CD.
You can make an argument for a single target condition build I guess.
Also, since burns do not stack with multiple targets applying, 100% up time on them doesn’t mean much. you’ll just be overwriting someone elses, or they yours.
JQ afternoon capping is not fair.
Casia.4281grenades don’t somehow remove your other weapons skills. there is no cooldown, and little delay.
Net shot, supply drop, and blunderbuss all line up grenade hits just fine. nevermind other options like slick shoes. Which I admittedly don’t recommend.
30 in grenade gives you the insanely powerful grenadier trait, vul on explosions trait. (granted the 5-20 traits not as good). And +30% duration conds, and +300 power.
that +duration on shrapnel bleeds, which is FAR stronger when its 3 at 15s duration. then its 2 at 12s duration. the blind, chill, and poison are all all longer. As well as nets immobalize.
While firearms gives crit, which is nice, and +condition damage, which is fairly weak for rifle/grenades.
You get 5 point sharpshooter either way. 5% direct damage to bleeding targets vs 3 stacks of 6.5s of vul with every grenade attack. not even close.
There isnt even a 30 point rifle trait in firearms. granted there are a good 4-5 teir 1 and 2 traits that are good, and 3 points lets you pick 3, and 20 lets you pick 2.
grenades do way more damage then rifle. While rifle itself is mainly CC based. Net, leap. blowout. It can be used to set up grenade damage. Missing with grenades is the same as dodging them. aim better. engi is already a fast fingers profession.Grenades are simply not viable as your sole weapon in sPvP. Swapping out to your Rifle for a Net Shot before switching back to your Gkit is not a very good strategy either, honestly.
What rank are you? How many tournaments have you won? If you’ve found a way to make a solely-grenade kit sPvP engineer viable, I’d love to see it. In my experience, Grenades are a powerful niche tool that complement your main weaponset, and nothing more. They are extremely powerful in PvE and WvW, but this is the role they play in sPvP.
Once again, if you have found a way to use them as your sole weapon, I’d love to see it!
Was going to let it go as it was just so silly. But man, rereading this. Lol.
Read the first thing I stated.
If you are using any kit as you sole weapon, you are doing it wrong. Kits are engi’s weapon swapping. just like any rogue using only daggers, and not swapping to pistols/bow etc. Or an elementalist sitting in 1 attunement. WRONG.
using rifles CC, or a few of the other gadgets, or an allied players CC to set up grenades provably much higher damage works very well, in every facet of pvp.
haha. “what rank” What more relevant. reading comprehension, or rank?
Super elixir isn’t regen. its a pulse heal. Its not a boon. So yes it stacks.
yeap. Ugly. Poor stat accolation(variety at least). expensive.
yeah, it forces a stalemate condition. not the opposite. Bay is forced to fight defensively nonstop.
this is made worse by the innercliff face. Useless for defenders, but a very powerful tool for attackers to use to launch attacks on inner keep.
Compared to say, garrison, where loosing your outerwalls happens all the time, but its not the end of the world.
You can’t really defend outer bay at all. And you have to fight nonstop to keep them from setting up shop in inner bay north.
You can kill those trebs, and yes I’m certain this was intended. Anet has been play testing the game for years. Do think we players can come up with stuff they didnt’t think of?
Well, ok. The hackers, yeah. But normal game play, no.
I’m sure there’s heaps of things players figure out that ANet never thought of.. but anyway not here to discuss ANet’s testing department :-)
So how do you take those trebs out?! Don’t think you can shoot them from the ground, can you?
There is about a 30ft area directly under then, north of the Sentry point, where ballista can fire up and hit them via aoe/though the ground with the #2 attack. in the same way player aoes can clip though the ground if its aoe is wide enough to hit on top of walls.
Do think we players can come up with stuff they didnt’t think of?
Well, ok. The hackers, yeah. But normal game play, no.
yes? is this really the first game you’ve played? Because seriously. yes.
2million people can very quickly find things devs overlooked. Maybe what, 15 dev/QA that would have actually been involved in the kind of testing that would have caught a map design flaw like that.
Bezerker for power/prec/crit damage is the go to for grenade builds.
A grenade/elixir build gets “free” power from might stacks, and the explosives trait line.
It also, scales less with power due to using a normalized weapon damage that is lower then exotics.
You can’t crit vs siege/doors though.
You can use a knights power/prec/vit if you really want though.
Some of you guys don’t seem to be thinking very tactically.
“omg we should double team HoD!”
Why?
What do you gain from that?
The fight is for second place, and everyone insisting on trying to 2v1 HoD is comprising that sound tactic. for an unsound one, that has HoD already in a large lead, that will likely only grow, and relies on 2 servers that have vested interest in fighting each other, to cooperate.
If SBI takes a keep from JQ its a 50 pp swing. If SBI takes a keep from HoD its only 25 pp SBI catchs up to JQ.
i was considering making a guide and posting it.
As an engi, I recommend at least 3 armor sets.
First set at 80 ought to be a rare, yellow crafted set of:
Explorers noble
This is power/prec/magic find. If you have alot of cash, go ahead and skip to exotic explorers.
This will act as your power direct damage set in most circumstances, while you dungeon, farm, and WvW.
Once, you can afford it, get the exotic version of the set.
While doing those things, you now want to build 2 more sets of gear.
A power, prec, crit damage beserker set.
And a prec/tough/cond condition set.
The best way to get this gear is to get it bit by bit.
Orr has “god” sets for karma.
http://dulfy.net/2012/09/08/gw2-templegod-karma-armor-sets/
A great guide. 42k per piece. not too much if you do DE’s and WvW.
Likely can buy 2 peices by 80.
This is where you get your prec/tough/cond gear. it can not be crafted.
Honor of the Waves, and Twilight Arbor ALSO have prec/tough/cond gear.
However, you should use those tokens to buy prec/tough/cond PISTOLS, which cost a TON, and are hard to come by.
While the 42k karma is very cheap in comparison for the armor.
Your beserker power set, will come from 2 places.
CoF is the most likely source. Tokens for Citidal of flame will let you buy power/prec/crit damage armor. Other dugeons do have the same stats, I think Ascalon does iirc, but CoF runs are more common.
Your grenade/flamethrower/bomb build you need this for, does not have a high priority for rifle, as weapon stats are not used with kits. So those tokens are for ARMOR, not guns, like I stated prec/tough/cond tokens are for.
Beserkers crafted exotic gear is fairly cheap as well. You can speed up your acquisition of this stat accolation via crafted gear if you wish.
Which is really strange. SBI’s apparent and claimed apathy. (although, for claimed apathy, they put up a MASSIVE showing at 10:30ish est on JQ bl.)
The game is a ladder system. It is not winner/loser.
Its not win, loss, loss, loss, loss, loss, loss, etc.
2 matters,
3 matters.
24 NA servers. only 1 can be #1.
I don’t understand this, if we can’t be #1 we might as well not play.
There should be an absolute battle right now as #2 and #3 are neck and neck. And we are even looking at a possible 2 week battle, as I think neither will actually get replaced by ET next week.
yes. Most of us on HoD are aware. And I don’t think it matters who gets 2 or 3. ET will not move up. We have no preference on who does get 2, as it has no effect on the standings.
I expect the same teams next week.
yeah this is something that has been going on in teir1 for awhile.
We’ve had people doing this to use on HoD for weeks. SBI complained about it last week. I don’t think ET publicly said anything. (so, possible its ET trolling their competition, and the t1 matchup, now they aren’t there…) or more likely, just happening to everyone, from a unrelated party that just wants to troll.
Maybe this is why engi’s have never had mortar fixed to work like it supposed to.
Everyone is supposed to be completely homogenized and offer no unique gameplay opportunities. :/
Very disappointing, and just sounds crazy.
yeah just too many. someone lit a fire under SBI. They were trebbing bay to keep the wp locked down. camping vale and main exit spawn with 30+ at each location.
And up till that point were hitting arahs+arah yaks with a roaming 30 man group.
Seemed to be purposely blocking us from stopping you from taking it. In the end, we had to break off and put all our people against that huge SBI force on bay.
Not sure how they had so many in the map in the first place honestly. we were frankly down to a skeleton crew. main force was only about 15. eyes on militia in the right place 10ish(garr/bay as called). eyes on militia in wrong places 20(zerging in front of briar). Where were the other 40? I dunno. botting? jumping puzzle? match making broken?
(edited by Casia.4281)
yeah. A cursory look at the roster, I don’t see anything that would link those names to someone in TA. Greater HoD, there is no way to know.
I’ll bring up the matter with an officer, who might be able to look closer, and have various guilds check their lists to be sure.
I am not an officer, but I can say, TA does not condone that behavior, and does not allow it.
I did log at 1230ish, so if it happened a bit later, I wasn’t there for it.
I will say, if an opposing team is streaming, we might watch it. (smartmove is without voice and on a good 10min delay of course) Certainly fun to watch wvw streams while in queue.
Random people building flame rams to waste supply, shouting down scouts, and giving misinformation is something we have seen been happening on HoD for several weeks now. I think SBI accused us last week of it as well. Amusingly, someone had been doing it to us that very night too. odd tactic, but seems people are doing it.
xfers really need to be locked.
hmm. first I heard of such a thing.
I was in Red last night, and in coms with the main HoD force, which was a TA guild ts.
No mention of even being aware of a stream going on, while I was there.
Did you get a name, screenshot, etc for proof?
Guru or TA if they can be traced back to a member.
http://titanalliance.net/forums/
If not a TA member, all we can really do is publicly shame, and state, we don’t condone that behavior, and have told our members to not conduct such activities.
If a TA member, I think the code of conduct state outright removal. (not 100% sure if its “frowned upon” or outright grounds for dismissal.)
I think you can make a new engi, and trade the item to your old.
Several of the crafted helms are monocles. Not sure if it matches the art.
I personally think that engineers have respectable mobility, but that’s just me.
Regardless, their “lack of mobility” is more than made up for by an unrivaled ability to neutralize you opponent’s movement. We have the most cc in the game and tons of skills and traits that apply cripple and immobilize as well as take advantage of those conditions. With a rifle, rocket turret, and net turret, I can single-handedly lock down an opponent’s movement for a good 15 sec while they eat massive blunderbuss and jump shot damage, and that’s only one of many ways you can accomplish total control.
Coming from a d/d elem I feel like I have anchors on my feet as an engi. haha.
ALL the +% damage traits/buffs/etc only work on direct damage.
Sigils, runes, traits, class buffs, vulnerability, etc.
Elixir gun does do decent direct damage, but if im gearing mostly for +cond, that 15% wont buff that much.
hgh gives you near perma 6-9 stacks of might in that build. 210/210-315/315 power/cond. other sources of friendly might also getting the +30% duration.
alch has many good traits. tight choices honestly. longer duration and shorter cd, makes those might stacks stack even higher, as well as longer fury, ret, etc.
R is amazing. cond removal, and rezing. even in “strong” groups. you can even res yourself if you know you are going to drop. This is especially true if you do go 20 in tools for the 25% recharges toolbelt.
Throw H, and B arent very good themselves, if you dont “need” R for revival its another aoe might stack.
I feel U is too random and negative for its negative effects. quickness doesnt buff condition damage either.
Yeah, discharge scales with power.
Shorter cd on tools=more might stacking, more cleansing, more regen. instant recharge means at 25% you get that regen, and auto rez R.
You ought to be gearing for high crit, and 20 firearms also aids this. So the crit damage in tools is scaling off your 50% uptime on fury, high crit chance, and all that power from might stacks.
Speedy kits is another good one if you dont want discharge. but honestly discharge is pretty great, esp in pve, where its easier to target.
there is definitely some play in there.
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inc powder I dont recommend actually.
it has a hidden 2s internal cooldown. So, if you hit 10 people with explosive bullet and piercing? one and only 1 of those targets can get the burn on them.
In comparison, the 5 point firearm trait, sharpshooter which has a chance to apply kitten bleed? will hit aoe on every hit. And using explosive bullets, explosions hitting a single target multiple times, can in fact apply that bleed multiple times with a single shot. Or venoms 5 shots in2 sec. with 100% crit, 30% chance on every hit. (in theory it could proc on all 5..)
Single target you can make an argument for it. But again conversely burns don’t stack, and blowtorch has a decent uptime with +duration and -cooldown.
I think lack of mobility/stability was intended as an engineer hallmark. Like how elems/thieves are the opposite with high mobility options.
Engineer pistols Q-skill needs to be more like Thief pistol Q-skill
in Engineer
Posted by: Casia.4281
what? thieves have utility skills as well. and a weapon swap.
The weak bleed is only justifiably if the bleed is applied aoe. its not. the weak direct damage is justified by the aoe hit.
“The 5% isn’t much on my conditions true, but you say it’s only 5% of 30% which is incorrect and I don’t argue that it’s game-changing, but longer bleeds for me are a good thing regardless.”
I’m not sure you understand the 5% damage buff is to direct damage only. It does not buff condition damage.
Sharpshooter is applied to all sources of damage. Grenades, pistols, elixir gun, etc. not sure if you knew that. yes its very good, and you should have a focus on crit in addition to +cond if only for that.
Yes the toss functions of H and B are terrible mostly, however traited for cond removal and might, they are very good. R is game changing. and B self use is quite as well.
I would have more mobility due to elixir R, being nearly immune to conditions, and vigor/swiftness. Dodge rolls all day. super elixirx2
ok, if you go 30 deep in firearms. remember that 5% is only to direct damage. again, since you are a cond build, 5% of 30% of your total damage… isn’t that much, and not a big deal if it drops off.
Also, high crit and the 5s sharpshooter bleed will be up most often.
“elixir build lacks utility”. *head just exploded…
It doesnt matter if bleeds drop off. This isnt like wow where you had to “roll” your burning, to keep up damage.
Each bleed has its own duration.
Coated bullets pistol 1 does get really strong in alot of pve situations. Get npc’s stacked up on top of each other, and boom. especially good if your friend is a guardian with aoe pull. although, in this situation power would be the stronger aspect, given only the direct damage is aoe.
Yes, swap between elixir and p/p often.
In a situation where p1 is not exploding on a target, elixir gun is higher dps. its bleed is stronger.
Pve condition’s rampagers gear I suppose. power, crit, +conditions. You want the crit for applying the sharpshooter bleed. all your skills scale with power to some degree. P1 and elixir gun notable have a good amount, potentially.
pvp I go prec, toughness, +conditions.
Range on pistols has no point. Pistols are melee to 400 range weapons. You need to be close to make use of venom volley, blowtorch, fumigate, acid, and elixir F.
p/p elixir H, elixir gun, elixir B, elixir R, supply drop
20 firearms. cdr, and vul on crits(swiftness on crits in pvp).
30 alch. hgh, 409, (cdr or vigor on swiftness)
20 tools. kit refinement, and static discharge.
Kit refinement will drop a super elixir when you swap to elixir gun.
alch traits do not effect elixir gun elixirs
alch cooldown trait, does not effect toolbelt elixirs.
Tools 20% cdr does.
You’ll have tons of healing, cleansing, might stacking. This might will then give you even more +condition damage, as well as the power will scale with your high crit.
If you really want coated bullets, take it from tools, and static discharge.
(edited by Casia.4281)
Crazy good in wvw.
Does it let you survive jumps off cliffs that would normally kill you? if it does, that alone in wvw is amazing. so many shortcuts.. I mean, 3rd floor of SM. does it let you jump off from trb location that would normally kill you?
but even just jumping off walls, keeps etc. jumping down on flame rams, etc.
supply drop is borderline overpowered. Its amazing.
Mortar is niche as stated. you can let others use it you know… if you have grenades. so 2 people are hitting, not just you..
The main issue is it dies too easy, and yeah, needs longer range by default. If its in range to hit them, its in range to die to grenades, fire rain nearly instantly.
Why are they naturally weaker? what reason is there for them to inherently do less damage?
Balancing condition damage with skill coeff. That does not explain why they just do less all around. Tell that to a p/p thief, who also has to deal with pistols doing less damage inherently then rifle warriors, and p/p thief IS A direct damage build.
incind powder is terrible.
My current build for p/p is:
10 explosives. expose the weak.
20 firearms. hair trigger/infused
0
30 alch. hgh, 409, invigorating speed.
10 tools. kit refinement. (static and speedy kits are also REALLY good. tough choice)
P/p is a melee weaponset. Volley, blowtorch all but require it. Glueshot’s travel time does too, and its purpose is to keep targets close, not keep them away. Explosive shot and static as well, favor being up in melee, so that you can get targets stacked on top of each other to bounce/explode.
exploit the weak gives that cripple to let you stay on targets. You could drop these 10 points though, inventions, or 20 tools isnt bad idea. 20 tools would let you get speedy kits or static. And 25% toobelt recharge is way way better then drop a bomb on dodge.kitten think about this. elixir R ready to go every time you hit 25%.
20 in firearms. shocking probably. coated bullets is disappointing admittedly. The more I play a glass cannon grenade build, the less I can justify coated bullets. The piercing on explosive shot is nice, but just not enough. It runs cross purpose. it effectively only scales with the direct damage hit. since the skills innate bleed does not proc aoe, nor does incendiary powder afor mentioned. only sharpshooter bleed does. Which is nice… but not enough to justify coated bullets.
+range on pistol. another shocker. heres the thing, as I just noted p/p is melee basically. Giving it extra range does nothing for it. glue shot, blowtorch, an venom shot gain nothing from this. 2 of which literally aren’t effected, and venom just misses too much with that extra range. Explosive shot and static do, and again, nice… but +swiftness on crits, and vigor on swiftness..
The only counter to glass cannon power scaling is dodge. And the only way to make condition damage viable is having high survival. So swiftness, dodge, and vigor is core.
30 alch goes without saying. Only note is invigorating speed instead of elixir CD as we want that vigor.
10 tools. kit refinement. super elixir on swap to elixir gun. no targeting, nothing. just drops on the ground for a free heal, cond removal field, and light combo. Unlimited targets. Huge in mass wvw. Aoe ret with blast combo.
p/p, elixir H, elixir gun, elixir B, elixir R, supply drop for skills.
Mostly goes without saying. B give nice buffs, traited, vigor/mightx2, swiftness, and cleanses. R breaks stun and cleanses, and refills dodge roll. Throw R cleanes, and self reses. And if you get resets toolbelt cds with 20 in tools, should always be up to self res.
lots and lots of dodge rolls. Between vigor, R refill, toolbelt recharging end. Double super elixir. having that heal, and toolbelt regen helps with not having shorter CD heal on elixir H.
Remember the elixir gun scales well with the same crit/tough/cond gear that is ideal for p/p. In fact it out damages pistol 1.
This is particularly true if you gear for +cond duration. rune for 50% +duration. 15% 2piece/15%2 piece/10% 2 piece, and 10% explosives. (note if you don’t go 10 explosives, youll need go get that elsewhere. Sigil?)
4s bleed on elixir 1. Will be 6s bleed
while 2s bleed on pistol 1 will be 3s. with 50%. (which is why 50% is the breakpoint, anything less and p1 will not gain any damage)
“Every option does not need to be a glass cannon power-stacking build.”
It does when glass cannon power stacking completely outclasses everything else due to scaling…
(edited by Casia.4281)
Why, specifically, don’t they scale well with power? Is it because of a low base damage? I guess I just never fully understood this (though I have accepted it as fact, I have no idea why lol)
Combination of yes.
Damage is formulated as:
Power/916*weapon damage*skill coeff.
This is important, as the Attack stat listed on your character sheet is meaningless, and lies. Its says damage is power+weapon damage. That is a lie. its power times weapon damage.
This means, power is more powerful, the higher your base weapon damage is.
A level 45 white weapon that has lets say 250 base damage vs a level 80 exotic with 1205. 2000 power will give a 545.8 damage boost for that 250 damage weapon, while 2000 power will give 2631 damage boost for that 1205 damage one.
This is meaningful, as rifles are 1205 damage, and pistols are 1025. 180 damage difference, or 17.5%. Rifles deal 17.5% more damage then pistols just naturally.
This a serious problem because they have the same attack speeds and cooldowns as well. They both fire at 1attack/.75s. If pistols were .75s and rifles were 1s, then the raw damage variance would make sense. but again, they don’t.
Skill coeff. now you might say, but its possible the skill coeffs will make up for that imbalance! well, they dont.
explosive shot is .131 coeff.
static .131/hit
venom .131/hit(x5 .655 over2s, or .3275/s).
Blow torch is .1075/hit. (x3 .3225)
Obviously these have conditions that are supposed to balance them out. But conditions just don’t scale like DD does.
Rifle
1- .208
3- .513 close, .3208 far
4. .3208
5. .2885 jump, .577 land
War volley with rifle, as its very similar to engi p volley.
.96 over 2s
So, you have pistols doing 17.5% less damage then rifles in the first place, then look at the war volley, doing .96 coeff vs engi volley doing .655. 47% more. Venom is not THAT strong to justify war volley doing what ends up being nearly double the damage.
2000 power poison dart would deal 1465. 2000 power war volley would deal 2526.
Factor in crit and the variance just gets higher. an extra 75% of 2526 is more then 75% of 1465.
Pistols cost more. You have to buy 2 of them, at the same price as 1 rifle. Why is this?
Imagine crafting 2 legendary Quips. just wow.
(edited by Casia.4281)
haha yeah.
Engi support in “pugs” can be maddening. Heck, I was running with guild members, and I would throw down super elixirs, or elixir R and the FIRST thing my guild members would do EVERY time. Run out of it. And these are people that should know better.
Support engi is really strong at heals/debuffs/cleansing. There are a few niche things like stealth as well. But getting strong CC, etc in a support build is a bit hard. Stability, fear break, etc. guardian wall, kb are kindof much more impactful then engi healing.
yeah. wasd is terrible. I have no idea why games keep doing this, I have no idea why they every STARTED doing this. Same with a d being turn and not strafe by default. you loose out on an entire line of keys for your pinky. And who the hell ever used keyboard turning?
RDFG is a bit odd. I use the classic home row. ESDF. which is already marked for finding place, and natural typing position.
1 and q seem far away for your RDFG.
1-5 untouched. (although, considering moving 1 to mouse, due to grenade 1, and moving left problems)
heal Q
util WRGB (weapon kits go in W slot)
toolbelt. mouse5, mouse4, a, z
interact X
Dodge V
Auto run Y
I don’t like using shift+ keys, obviously.
BWE3 at least. That is when I swapped to engi and started playtesting them. And it had it then.
not that it means much, the mortar itself dies instantly to anything that would knockyou off it.
Its a known bug. Its random on skill use.
Why would I even bother switching to my pistol with grenade kit equipped?
in Engineer
Posted by: Casia.4281
Pistols end up weak because:
Condition damage does not scale as well as direct damage. Exotic direct damage gear outpaces defense and condition damage. An exotic pistol and white pistol deal the same amount of condition damage, with the same condition damage stat. An exotic pistol will deal MORE damage then a white one, with power.
Grenades do not scale with weapon either of course. So that is another matter. But you can argue their raw skill scaling compensates.
Condition damage has artificial limits. 25 stacks of bleed per target, regardless of source. 1 burn, 1 venom, 25 confuse. Likely a small deal in spvp. A huge deal in wvw and pve. This makes having 2 condition based players in a party, etc kindof pointless. Even in tourney play this is devastating.
1 second intervals.
% damage buffs do not effect condition damage. Vulnerability, 5% damage to bleeding targets, etc, these all direct damage only.
condition damage can be “cleansed”. This is actually a good thing. a well designed mechanism. However, when the alternative is crit, which has no counter, crit obviously is superior. Crit is a passive value that increases direct damage regardless of skill by extreme values, and can even apply various conditions… While conditions have the removals, which can negate its damage. Note that blind, evade, stun, etc all work on conditions initial attacks as well, so none of those are pure DD negations.
No serious HoD complained about a gang up. Any complaints were directed at the denial of such a thing occurring, during claims of being awesome.
ive never seen 2k crits with blowtorch. Must have had a high power/crit build.
I noted this while doing coated bullets experiments.
Blowtorch was always 3 hits. it clearly says that. However, normally it aggregates the damage, and tells you the total. A 2k crit, would be 3 666 damage crits. which would be something like 300-400 damage hits. Obviously, you had a high power to get that.
Blowtorch has low per hit scaling of .1075
When you take coated bullets, the UI stops giving aggregate damage. it shows each hit separately. So now you see, 300 3 times, instead of it added together.
The rest of the damage reduction is just you having less power then before.
“There are HoD players that get bored in WvW because they aren’t having any fun steamrolling. There are players on servers against HoD that aren’t having any fun because they can’t field the people nessecary to compete. This current WvW system is broken/infantile. This has nothing to do with your “fighting spirit” or whatever horrible energy drink you consume.
Just in case you don’t realize, here is the queue for your server versus the queue for the lowest ranked server Kaineng. To say numbers don’t matter is ridiculous.
I’m really happy for you, so I’m going to let you finish, but HoD has the longest queues of all time!"
Patience. HoD players will get bored winning. Get bored sitting in queues. Get bored beating down un-manned walls. Go play borderland2, dota, torchight, pandas, etc.
Populations will even out over time.
I’m not really sure I understand the need to “compete” with #1. Does dragonbrand quit because they can’t be #1? Should every server have restrictions placed on it, so everyone is totally equal? What is wrong with fighting for #2 spot? You aren’t #1, why do you feel entitled to have a it artificially given to you? This is not a playoff, its a ladder. You play for your position. Not for #1. there can only be 1 #1. If being #1 is the only reason you WvW, then I have some serious news for you. There are going to be ALOT of very disappointed people. Literally, millions that can not be #1. There is as large of a gap, if not larger, between the top 4, as there is between #1 and the other top 4. is it fair to the rest?
yes the explosion will proc for every npc the direct shot hits. if 3 targets are clumped up, and your shot pierces all 3. then all 3 will be hit by 3 explosions.
Coated bullets does not effect static shot.
When Military special forces go in behind enemy lines at night to do secret missions. Do you think the enemy wakes up the next day with all their stuff gone and say, " Hey we were all asleep that’s not fair!" “Your only allowed to fight when we are awake too!” Puppies NO! they don’t say that! and if they did the attacking force would laugh in their face like HOD is doing now.
Its called Spechul Takticz!
It’s not war, it’s a game. If your favorite NFL team was only allowed to field players for the first half and the second half the other team could score unopposed, would you think that was good tactics? Or just a lame game?
If HoD was winning because of superior tacticts that would be one thing. But their wins are mainly because of a population imbalance. That is lame and you know it.
Football was a terrible analogy. Baseball on the other hand.
We have relief pitchers. You dont. We don’t expect our pitchers to pitch 9 innings.
thats coaching and managing. Building a team is half the game.
And even in your football analogy. You CAN field players in the second half, you choose not to. Was there a rule that said only HoD can field players 1am-5pm eastern? I didnt see that rule.
(edited by Casia.4281)
Beserkers.
Or, knights.
the “god” sets have 3 versions.
God gear
crit/tough/cond. which is good for p/p. but not bombs/grenades. (there is an ok grenader cond build..)
power/vit/tough. way too defensive focused honestly.
or something something healing. seriously, who gears for healing?
For grenades you either want crafted gear, or dungeon.
zerkers is power/prec/crit damage.
knights is power/prec/vit.
there is also mf crafted gear. power/prec/mf
Just about any dungeon has “zerkers” stats. CoF is the most well known/run for the zerker stat gear.
Some system maybe that makes all points on the maps (Camps, Towers, Keeps & SM) worth a % less of there value.
What also might work would be making value change constantly depending on WvW population, for example
at 100% filled instance for all 3 servers (so 100% / 100% wvw population);
Camps – 10 Points
Towers – 20 Points
Keeps – 50 Points
Castle – 70 PointsThis would ideally be primetime population and therefor points, during off-peak hours were say one server is 70% (the EU-night capping guilds) and others say 30% each (so 43% total / 100% wvw population);
Camps – 4 Points
Towers – 7 Points
Keeps – 22 Points
Castle – 30 Points
(43% of value rounded up/ down to nearest 1)This kind of system would reduce the effectivess and mass lead given to higher EU populated US servers whilst still promoting night cappings for additional points (the more EU players you would get on, the more overall % wvw population so more points)
Thoughts?
Oh no, we are about to lose, SM. everyone log off to make our point loss lower.
Variable points based on participation create a system where it can be advantageous to not log in on purpose.
grenades are now even STRONGER under water?
what?No really what?
In fact, of all the fixes engis needed, they fixed some of grenades problems at all?
Fix=/=Buff
Fixing underwater grenades is not a buff, its how they are meant to be.
Change to invigorating speed is a nerf though.
yeah. grenades weren’t meant to be 4 times stronger then every other build and profession underwater.
They were meant to be 6 times stronger.
grenades are now even STRONGER under water?
what?
No really what?
In fact, of all the fixes engis needed, they fixed some of grenades problems at all?
"
I’m from ET, just wanted to say RUIN kinda sucks, but they’re big. Quantity > Quality with them."
@AnotherAsianPlayer
Not sure if you’re in RUIN or not but I’ve been in here for a few weeks now and the only zergs we have are when Archaos is on and he is herding PUGs to objectives. From what I have seen in RUIN, we constantly spend the most on upgrades, the most on siege weapons and we’re constantly on ts3 so we call out early and respond quickly. And yeah we always have guards posted. During the weekend we had a guy sit in Ogrewatch for 8 hours as a sentry. Just today, I myself and a few others were assigned to hold a supply camp and we sat there for hours manning the few sieges we had set up. So yeah….I’d love to think I’m more than quantity. Specially when I can see with my own eyes and hear with my own ears about the others who, just like me, sit around playing the objectives. So….Mr.AsianPlayer, while you talk big, can you really compare to how dedicate we are? Our hard earned gold goes towards defenses,upgrades and sieges. We do the kitteny jobs like guarding yaks and boring ourselves as sentries while PUGs simply zerg around following Archaos. When we do attack, we don’t just stand back like pugs waiting to retreat, instead we push ahead despite of our massive repair bills. So… Mr.AsianPlayer, are you simply one of those pug zergs? Because if you have never been in our TS3, don’t bother judging us when you don’t see a majority of us playing objectives while you simply follow the few that go around zerging.
:)
Indeed. And Ruins unilateral blitz HoD tactic on the weekend put the standings where they were. Ruin got ET 2nd place by a good margin on the weekend.
I would call that a victory.