you all seem to be arguing as if mortar is supposed to be a primary weapon. its clearly is not. this is like arguing med kit or elixir gun dps is not on par with grenades.
mortar #1 exists to proc combo fields, and provide staple dps at range, should your primary weapon be melee… pistols.. bombs.. hammer.. flamethrower? heck the fire and smoke fields, means it combos with bomb insanely well.
it does that just fine without being the #1 ranged dps engi weapon. and you are all being very silly suggesting it SHOULD have similar dps that bombs do as melee.
ah, see thats the point with mortar.
the combo fields are the aoe fields that it drops.
https://wiki.guildwars2.com/wiki/Combo
Orbital strike is a blast combo. with seige rounds it hits and blasts twice. with kinetic charge, you can make it strike 4 times.
Mortar 2 is aoe poison field. (this is aoe weakness on blast.) also weakness on jumpshot leap.
mortar 3 is an ice field. (aoe frost aura. meh) leap-frost aura too. meh.
mortar 4 is a light field… actually this is mostly good just for the pulsing blind. (aoe ret on blast. meh.)
mortar 5 is aoe water field. (and an aoe heal itself.) oh boy, this is a good one. blast combo is aoe heal. so, seige round orbital strike then mortar 5. 3 aoe heals in like 2 seconds. healing on leap as well.
Big heals, lots of situation uses, and orbital strike itself is good dps.
now, where it really gets great is if you swap kits/skills, or play with allies.
Fire and Smoke. bomb kit has both. flamethrower has 2 fire options.
fire field+blast=aoe might. 6 stacks with siege rounds.
smoke field=aoe stealth.
Real easy access to 2 blasts for stacking might before and in a fight, as well as aoe stealthing through dungeons.
note, blowing turrets is also a blast combo, with the explosive trait.
P.S. this thread made me play with mortar more, and its now my standard for all builds.
Siege rounds/Orbital strike is op. (esp with kinetic charge)
running a p/p burn build atm.
what was your rifle build? my sd rifle build should have been still effective. I just wanted to play with conditions for a while.
It revolved around two traits that aren’t around anymore. Those ones in the inventions tree that converted 7% toughness to power and 10% healing to power. Then I wore power/toughness/healing armor for a ton of power. The rest of my traits were all the rifle ones. The only kit I used was the grenade one solely for the toolbelt thing (I hated the actual kit).
Now that those two toughness and healing traits are gone I’m at a loss of what to do. I was contemplating switching to rifle warrior but their forum people said it was a garbage build.
Interesting. well, consider.
I ran sd rifle as well. this was my build.
http://gw2skills.net/editor/?fdAQFAUlcTpkr1UxxLseNCdBN6w0loA6FUhv+pAA-TJBMgA1lBGWYwZHAglBAA
Ran standard zerker/assassins gear. (mostly, have a couple odd pieces. 4 stat ring, celestial ring.)
sigil of air/force
pack runes.
this is pve. Variant a bit in spvp.
2288 power, 60% crit, and 220% crit damage from 1045 ferocity. +300 cond damage.
Also not a fan of kits, but it should be noted prybar is big dps and should be swapped to. smack/whack/thwack is higher dps then hipshot too. even before the 10% rifle mod loss/nerf. shield and magnet core/key in spvp of course.
what you should notice though is 10 in explosives gave me 100 power before, and 300 ferocity, 300cond damage, and 300 prec.
A current build.
http://dulfy.net/gw2traits#build=AgEB1ALoBVg~
20% crit from traits in melee.
My in game stats with zerker gear and the celestial ring.
2480 power, 2028 prec 48%, 211% crit damage.
I gained 200 power as you can see. a 9% dps gain.
Mortar is quite strong. lots of combo fields. for your leap shot, orbital strike.
running a p/p burn build atm.
what was your rifle build? my sd rifle build should have been still effective. I just wanted to play with conditions for a while.
Im running a burning p/p build atm.
http://dulfy.net/gw2traits#build=AgEB1AJcBZQ~
Rabid/sinister mix.
I hypothesized rampagers would be best post patch. but currently feel the proc on crit and cond from crit it provides is not worthwhile vs the direct cond of sinister.
Arguably the same with rabid vs sinister. The toughness is just not really needed. so why not sinister? (aside from cost.)
ATM. pve.
healing turret. flamethrower, flame turret, and rocket boots. mortar.
Blast combo on both turrets. and double seige rounds oribital strike combo.
static not really useful with out power, nor targeted toolbelt skills. (only rocketkick)
so just reactive lens.
streamlined. fireaura on FT. worth it. +speed.
kinetic charge. (seem to need to have a skill on CD to activate this.) so activate healing first. Then dodge to get double ammo or double throw napalm fire fields.
runes of balth,
sigil of smoldering, or bursting, or malice or corruption, not fire.
“It has three of the four best combo fields "
A bit much to say.
imho,the best combo fields for mortar hypothetically would be:
1 fire field. aoe x3 might on blast, and 1s burning on 100% projectile.
2 lightning field. 5s vulx2 on projectile. (aoe swift on blast. kindof ho hum.but situationally useful in wvw.)
3 smoke. aoe stealth on blast, blind on proj.
4 poison/water/eth I would consider tied.
poison 2s poison on proj. (aoe weakness. bleh.)
water. aoe healing on blast. (regen on proj. bleh.)
7/8 also tied for “who cares”?
dark and light. aoe blind and life steal on dark, and aoe ret and remove cond on light.
obvs favoring pve here. water higher in pvp.
If I were to run mortar, I would strongly consider FT and flame turret with it. and possibly bomb kit. 3 fire fields. +smoke field. would give me aoe stealth on call. blinds on call.
lots of might, and burning on proc. siege rounds and inc powder.
Even assuming these calculations are right it would have been completely fine for it to be stronger than grenades’ autoattack, since we use an elite slot for it and they even compete for the same trait slots (Shrapnel is mostly suited for grenades, whereas Siege Rounds works only with mortar).
Seeing as grenades process those same explosion traits, but better (due of the 3 grenades vs single mortar shot) we can just ditch the mortar and use the grenade kit all the time.
Good work.
none of this really works.
“its an elite it should be stronger” doesn’t make any sense. As an elite its balanced vs taking the elite slot. you lose an elite, but gain a utility slot. and the f5 skill.
This in no way justifies it being the supreme dps skill. 30% more dps then grenades would have made it THE only viable pve skill. possibly even wvw.
The second aspect of what you are arguing does not justify again, that massive power coeff. and instead simply points out, grenades and mortar are too similar. one ought to be more cond focused, and one power… or some other option.
Mortar already drops a poison field, a water field, an ice field, and a light field.. with orbital strike being a blast combo.
and it procs the same field twice with seige rounds.
M1 has no business being the highest dps AA with the rest of the combo fields and orbital strike.
M1 itself is 100% projectile… with all 4 OTHER skills dropping fields.. add throw naplam or napalm to that for firefields.
I might have even nerfed it more. While pushing it towards its “combo” role more.
it is missing fire and smoke, two of the better fields. probably no accident bomb has both.
(edited by Casia.4281)
Not only did they say rifle range would be increased but pistol as well. Neither of them are, in addition they said the pistol auto attack would be an “explosion”, triggering traits from the explosives trait line. It’s not.
Meanwhile they decided to move ranger back from 1200 to 1500 range.
REALLY ANET?
They actually increased most class’s range weapons as default except engi, but wait you have mortar kit that hits 1500 range! but we’ll make it move at 2 miles an hour and immediately nerf the dmg by 28%. At the same time as not buffing engi range in line with other classes we’ll nerf your movement and dmg negation through access to vigor.
And they give rangers 1500 range, increased attack speed and piercing arrows so rapid shot hits 5 people now, not to mention ele’s burn stacking.
Hammer spec better be kitten good is all i can say.
Hammer 1500 range, instant attack.
all these posts. no math.
terrible.
untraited:
grenade 1.
.33 coeff. 1 attack/s. 3 grenades. 1017 ascended weapon kit str ave
1007 effective dps.
rifle 1.
.65 coeff. .85 a/s 1150 ascended weapon str ave.
879 effective dps.
Bomb 1.
1.250 coeff. .84 a/s 1017 ascended weapon kit str ave.
1515 effective dps.
current post patch mortar 1.
either .75 or .8 coeff. (testing not fully fleshed out yet..) .8 a/s(sure about this.) 1017 ascended weapon kit str ave.
953 effective dps if .75.
1017 effective dps if .8
If its .8, its still more dps then grenades. if not, just below. higher then rifle 1 still.
And then of course add traits in there. 10% explosions, vul stacking, etc.
I am not sure what the coeff was previously. “28%” suggests it was either 1.05 or 1.1.
Giving an effective dps of either 1335, or 1398. both are pretty ridiculous for a ranged aoe. And would have been 30% more then grenades..
(edited by Casia.4281)
some quick testing in southshore.
mortar 1. only +damage mod should be 10% end from full end.
1017 ascended kit weapon str, 1574 power. reef riders-est 2300 armor.
551 low-624 high.
588 ave.
8.44 est coeff. /10% end buff.
.767coeff. now, this is likely .75 given round numbers being used. estimated armor, and small sample size likely cause of variance. it is possible I am going the wrong way. and its .8 as well. but, I would be pretty certain its one of those two now. it is very clearly NOT .65 or .64 though.
patch notes do also lie, they said the same nonense about grenade barrage getting 33% nerf or some such, and that number was off. but to get .75coeff… the previous coeff would have had to be 1.05 or something. anyone know if that was trueish?
so, I believe post patch. mortar 1 is .75 coeff, .8 a/s speed, and 1017 ascended weapon str. untraited.
953 effective dps.
R1 for ref, is .65 coeff, .85a/s, and 1150 weapon str. untraited.
879 effective dps.
(edited by Casia.4281)
Everything was tested in PvE in a lvl 80 zone. And they recently fixed kit weapon damage so it uses your weapon strength. (Made having an asc weapon on engi really important)
yes. but tooltips do not reflect this. They show the old 926 weapon kit str across all weapon rarites, NOT the 1017 ascended weapon str, or 976 exotic, etc..
ps. kitten on these new specs…
I can’t NOT get 10% damage buff from explosions or 90%+ endurance.
Alch/inventions, great no passive damage buffs… But forced to take explosive or tools for 3rd.
This is going to make testing a pain in the kitten .
(edited by Casia.4281)
tooltips lie. never use them as basis.
They did not previously reflect ascended weapons. not sure why you would trust them to now.
that said, I tested and got .8s attack/s for mortar as well, in the mists. sure FELT faster then that.
Skills are ALSO notorious for functioning differently in pve and spvp. be sure to quality where testing was done.
Also, kit weapon strength is not the same as pistol or rifle weapon strength. you can’t compare rifle dps with mortar/grenade/bomb without also including rifles inherently higher weapon strength. or pistols lower for that matter.
(edited by Casia.4281)
very unhappy with promised changes, and provided…. p1 tease was not cool…
that said, reading some thing, and testing. Burning seems a bit OP atm.
The skills that provide it have not been rebalanced to compensate properly.May run a burning build for a bit till its nerfed..
Blow torch and throw naplam is pretty crazy atm. and can be easily pumped further with things like rocket kick, Incendary ammo from flamethrower.http://dulfy.net/gw2traits#build=AgEB2AJcBZQ~
Want to try kinetic charge with IA…
Yep this is what Im running atm.
some real synergy here, even if burning gets taken down.
fire fields in throw napalm, and flamethrower 4.
blast finishers in flame turret detonate, healing turret detonate, rocket boots, ft2 and atm supply drop.
fireshield on ft swap.
Also water field combos.
dont have the rotation down yet. but this looks good.
The problem is that conditions have two big advantages :
1. They ignore armor.
2. Things in PVE don’t remove them – so basically unlike direct damage that does have some deficits in PvE condis are now very very effective.Look at Teq now – before when it was just physical damage it required some coordination. With the condi situation it doesn’t matter what you do and you still win.
It’s pretty bad.
the world bosses are terrible examples. the removal of cond cap explains all that.
Even as a power engineer, I was STILL stacking 20 stacks of bleed myself. Which would all get nullified, by 100 people all stacking 10-20 bleeds.
40-60% of the raids dps was being wasted prepatch. Even with good builds. And its silly to assume everyone had good builds.
World bosses obviously need a huge hp increase to compensate.
and yes, condition damage is 2 stats+vul,
power is 3+vul+% damage buffs. power then also countered by toughness.
Prec is not LARGE enough a factor. and probably should be. you really can just run +cond only, not even needing rabid/dire for its cond/prec.
I would probably be ok with condition scaling being nerfed more, but allowing conditions to crit, or have some other buff from precision. (not effected by ferocity.)
Condi’s are fine for the most part.
But burning and Poison really need a hard cap on how many stacks can be applied.
Being able to consistently apply burning stacks that will tick for 4k+ is abysmally overpowered.
there are values of burning that are “too high.”
4k is not one of them.
how much dps do you think a standard “zerker” build does?
(ps its more then 4k.)
rabid stats, stack burning traits, runes, sigils.
dont expect it to last long though..
(edited by Casia.4281)
Keep posting your karka spots, and thanks!!
Why is the password not swordfish? seems like a total failure.
Burning is OP.
But the problem isn’t really burning.
Its the skills that apply it.
Burning is intended to be a hard hitting condition with limited applications.
Skills that apply burning were “balanced” around applying a stacking duration burn.
using the engineer example, Blowtorch+incendary powder+incendary ammo+throw naplam was not intended to be stacked intensity. what was 1 burn over like 20seconds…
is now, 3 stacks blowtorch for 11seconds, 2 stacks powder over 8s,3 stacks IA over 7s, and 6 stacks napalm over 6s… 14 stacks of burning applied in like 2 seconds.
There is cooldowns here… but, the cooldowns make sense for a +duration condition, not one that stacks intensity.
incendary power is working fine it seems.
10 stacks of burning right quick as noted. obvs burning cooldowns too though, targeted, and melee….
4,102 burning/sec. not really seeing where 10k is coming from. nevermind 16k/s
Rabid pvp.Blowtorch at point blank listing 11.5s of burning, 3 stacks 11,863 damage. does feel like it went from garbage to a bit much.
Throw naplam needs a nerf with this buff. this is a big part of the problem.
25s cd, fire field. pulses 3 times, stacking 6 stacks of burning. too strong on a point in spvp, and bosses wont move out of it.Incendiary ammo from flamethrower+blowtorch is practical instant gib, if the target doesn’t have a cond removal ready. But even that can be overpowered with static shot, pdv, bleeds and vuls. we add a knockback/stun on this.. gg. ram, moa, etc..
Big CD on IA at least… But honestly it needs a rework with the cond changes.op is using inventions, but swap to tools. get the vigor and 15% cd reduc on throw napalm/IA. And kinetic charge for that 42s IA cooldown. what even does double IA do?
Pve you can get much higher stats then pvp.
Instead of doing all of this wouldn’t it make more sense to just rescale burning?
and make it weaker then bleeding, or just remove all uniqueness of it?
Burning it supposed to hit hard with limited applications. But the skills that apply it were not really designed for stacking. there were designed for +duration.
very unhappy with promised changes, and provided…. p1 tease was not cool…
that said, reading some thing, and testing. Burning seems a bit OP atm.
The skills that provide it have not been rebalanced to compensate properly.
May run a burning build for a bit till its nerfed..
Blow torch and throw naplam is pretty crazy atm. and can be easily pumped further with things like rocket kick, Incendary ammo from flamethrower.
http://dulfy.net/gw2traits#build=AgEB2AJcBZQ~
Want to try kinetic charge with IA…
incendary power is working fine it seems.
10 stacks of burning right quick as noted. obvs burning cooldowns too though, targeted, and melee….
4,102 burning/sec. not really seeing where 10k is coming from. nevermind 16k/s
Rabid pvp.
Blowtorch at point blank listing 11.5s of burning, 3 stacks 11,863 damage. does feel like it went from garbage to a bit much.
Throw naplam needs a nerf with this buff. this is a big part of the problem.
25s cd, fire field. pulses 3 times, stacking 6 stacks of burning. too strong on a point in spvp, and bosses wont move out of it.
Incendiary ammo from flamethrower+blowtorch is practical instant gib, if the target doesn’t have a cond removal ready. But even that can be overpowered with static shot, pdv, bleeds and vuls. we add a knockback/stun on this.. gg. ram, moa, etc..
Big CD on IA at least… But honestly it needs a rework with the cond changes.
op is using inventions, but swap to tools. get the vigor and 15% cd reduc on throw napalm/IA. And kinetic charge for that 42s IA cooldown. what even does double IA do?
Pve you can get much higher stats then pvp.
(edited by Casia.4281)
the endurance trait would be best in most situations I expect.
Maybe Incendary powder isn’t having its ICD enabled?
Its bad anyway, i dont want it to be baseline!
Bullet Coated still explode even it pierce and if you line up(stack) 5 enemies, then bullet will cause massively aoe explosions (5 times) = 5 stack of bleeding each and each explosion cause small damages.
PS. if you fire pistol hit wall it will exploded as well and that more bleeding.
close. but the bleeding from p1 was not applied to the aoe. ONLY the direct hit. so pistol 1 would only apply 1 bleed even if it hit 5 times via the explosion.
however, the trait “sharpshooter” has no ICD, and IS applied to each explosion separately. so its 15% chance to apply a bleed would be applied 5 times in that scenario, allowing potentially 6 stacks of bleed to be applied, if unlikely.
was this commented on?
Are racial elites getting f5 skills somewhere in the pipeline?
Wondering wether some condition duration food (maybe weapons—why no ascended givers???) will give more dps
can we make ascended givers now with exotic insignia?
Pistol 1 exploding, and Coated Rounds would NOT synergize well at all. because the bullet only explodes at the end of the bullet’s path. (and an explosion at each target it passes through would be INSANE if it didn’t)
So, if we got one or the other, which one would you rather have?
Explosive pistol rounds or coated pistol rounds?
what? coated bullets made p1 explosions proc on every direct hit on the initial shots path.
if it hit 5 targets, it exploded 5 times.
Why would we get one OR the other? that is how it worked before, and it STILL SUCKED.
having both was the only thing that would have made it remotely viable.
I think it’s OK. Switch to flamethrower for flame shield, that’s the least intrusive one there is.
should all be like that. steal that idea and place it on all of them. various aura.
fireshield on flamethrower/grenades
frost aura on bombs.
chaos armor on elixir gun/medkit
mag aura on Toolkit.
we can’t. none of the test realms, have had final versions of traits, skills, etc. And patch notes lie. We simply need to get in game, check what has changed, and what has not first.
take ten seconds to go buy a blue pistol with no power on it.
Then get an exotic.
givers, apoc, magi, dire, rabid, shamans, settlers, nomads. pick which is cheapest.
Equip and go hit something, with your kit. swap to the other pistol. hit the same kind of target with the kit again.
Check your combat log.
1. Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
2.. the tooltips lie. the tooltips are based of the old values at release. which was average weapon damage vs a 2600 armor target. with average kit strength of 923. the weapon kit range was 872-969.
3. that damage range was very low. making many kits underpowered, when not enabled by ridiculously op traits. (grenadier/steel-packed, looking at you)
With the introduction of ascended gear, kit damage would have fallen even further behind. A change was made.
4. Currently, kit weapon strength DOES scale with your equipped weapon. with 1 handed weapons, it takes the highest tier. so you only need 1 ascended pistol, to get ascended kit damage for example.
I have never seen the exact values posted. Really bizarre the lack of transparency here. I personally did rough testing.
I believe ascended kit weapon strength is around 1017 average .
Fine is around 731 average
Rare is around 867 average
Exotic is around 974 average.
Again, tooltips lie, and will not show you a change in damage swapping out weapon quality. but go attack something, and the damage you deal is clearly different.
Your flamethrower will CLEARLY deal substantially more damage with an ascended pistol equipped, then if you had a blue one equipped.
p1 was nerfed to .350 due to coated bullets.
making it effectively required to be even slightly mediocre.
yes, lots of hits, as low damage.
p1’s damage is garbage for a few reasons.
1. the attack speed says 1/2, but in reality it is .75a/s the same as rifle.
so p1’s .350coeff, versus hip shots .650 coeff. I think the devs are still not aware of this. would explain alot.
2. pistol weapon str. 920-1080=1000 average. vs rifle 1035-1265=1150average.
Again, weapon str x coeff.
350 effective weapon coeff for p1. vs 748 effective weapon coeff for r1.
so yes, the means even without rifle mod, etc. Rifle 1 does OVER TWICE as much dps then pistol 1. again, making you wonder about the attack speed…
Or, its almost as if P1 was expected to average 2 hits per shot.. coated bullets?
And yeah, p1 only applied its base bleed on its targets hit by the direct projectile.
however, sharpshooter bleeds, etc were applied by the aoe. things with ICD, however only apply once.
Balancing for HoT. Making p1 an explosion would go a long way. I really do hope that is a go. Coated bullets itself is really useful for p2. nearly required for p1 as noted… but only due to go awful balancing. adjusting its coeff, or attack speed would negate the need for coated bullets.
well that is disappointing.
also, “not final build”.
uh.. so is any of this actually being playtested before going live?
Coated Bullets is SUPPOSED to be baseline. So if it isn’t that’s probably a bug.
Devs have made many claims on balance and changes. and what actually happens is often miles apart.
I’m not sure on sinister vs rampager. but I think each will be powerful. Worth looking at.
Splitting might be ideal as well.
Base.
base stats are going from 926-1000. this is a 74 stat increase, to all stats.
Gear vs traits.
300 power from explosives, 300 cond damage/prec in firearms. 100 ferocity in tools. with standard 6/6/0/0/2 builds.
(or swap around with various builds)
The 30% stat buff. we don’t know the exacts obviously.
but a “FULL” set of ascended gear had 1087 main stat, 745 minor.
326 main, and 223 minor.
so in zerker, you are going to be gaining 400(74+326) power. from new stats, 100 more then 6 explosives, 200/300/400 if you had 4/2/0 in it.
223+74 is 297. your prec will stay almost exactly the same as 6 in firearms.
But you will be losing a good amount of cond. 74 from stats, but none on gear, 226 condition damage lost.
You gain ferocity. 100 with 2 in tools vs the 297 you will have now. 197 gain.
Full zerker is thus pushing you towards nearly 100% direct damage. This might be a dps boost.. but at the same time, most hardcore are well aware bleeds, etc were always a notable component to engi dps. this will be even more true with vul and condition damage changes. so the power and ferocity gains might mean power builds are just stronger, even with cond damage loss. SD rifle for example, wont really miss the condition damage from blunderbuss, and sharpshooter procs. grenades will miss it… but again probably gain more direct dps to compensate.
Sinister vs rampager.
Rampagers advantage is the 10% prec as condition damage which I am sure all will take. and additional sharpshooter/incendary procs.
The main stat vs minor stat means rampagers gives you 1423 prec, and 968 power/cond damage. kitten difference, thus 46 condition damage from the trait from specifically from rampagers.
How much crit is that? not going to guess without making sure formulas are the same.
It must also be noted, that new crit traits were added.
10% chance to crit vs bleeding is guaranteed. 10% crit vs near foes is possible/likely. no scope might even give you near 100%uptime on fury. A firearms engi is looking at possibly 40% crit for “free”. so it IS possible the prec is overkill.
The other negative is no ferocity. all that crit and no ferocity. icky.
Sinister of course is just raw cond damage. 445 difference.
I think it could be a challenge to make the hammer meet expectations as a cool and appropriate (hammer-esque) melee weapon without making it too similar to the rifle. The rifle is already a short-range burst direct damage weapon with heavy CC, which is what hammers typically do (well, minus the burst damage maybe). What should we expect the hammer to do to be different? Maybe sustained damage at the cost of burst? More or less CC than the rifle? Mobility? Defense?
not to mention toolkit…
I kindof expect support from hammer. The drones and all.
Maybe rifle is getting remade into an actual ranged kit. Hence the removal of riflemod, and the 10% attackspeed trait.
ok, got some coffee. lets reevaluate that.
926->960 is 34. so everywhere I said +40, it should be +74.
The celestial gear with 6/6/0/0/2 build will have a stat change of:
+ 150 (30% increase) + 74(base stats) to all stats.
-76power, -76prec, -76cond damage, + 224tough,+ 224 healing power + 224vit, + 124 ferocity
So smaller, loss of power/prec/cond. and even larger gain to tough/healpower/vit/ferocity.
But still very noticeable. really, huge buff to tough/hp/vit you probably didn’t want…
Zerker gear with 6/6/0/0/2 build will have a stat change of:
+100power, -2prec, +198ferocity, -226 cond damage, +74 vit, hp, tough.
I did see this coming a bit on my SD rifle build in pve. Even bigger as, she was running 2/6/0/0/6
I knew I was getting a large power buff incoming. And considered, I was losing cond damage, I didn’t care about so much.
so, she was getting 100 power, 300 prec, 300 cond, 300 ferocity.
Thus moving to zerkers she’s getting +300 power, -2prec, -2 ferocity, -226 cond damage, +74 vit/tough/hp.
Consider a zerker grenade build should care about that cond damage loss though. shrapnel, and shrapnel grenades. a good amount of cond damage in grenades. Op you took skilled marksman over pinpoint dist. I don’t know why you’d do that.
1000base stats, +969 minor stat=1969 prec in zerker. (more if assassins, which might be meta post patch due to this trait alone) 197 cond damage from the trait, without food/runes.
In spvp.
the fate of celestial engi might be up for grabs. if everyone is getting +74 to tough/vit/hp, everyones survival just went up a bit. if and all builds are getting +30% stats, as noted, +224 tough/hp/vit is a large survival increase for the celestial. although, there is the incoming 10% spvp nerf. so, +200 to all stats about maybe.
Rifle seems to be eating a nerf atm. not entirely clear.. but rifle mod is gone, so is target the maimed 5%. we do have the option of shaped charge of 5% vs vul’d targets. but that will be less consistent then target the maimed vs bleeds.
So, looks like to me celestial rifles offense is dropping ALOT. losing power, prec, cond damage, and loosing at least 10% damage. and this is versus every target GAINING vit, tough, hp again.
Blunderbuss is taking a huge hit in cond damage loss, as well as the 10% direct. Rocketjump about even as its an explosion now. gaining 10% in explosives line.
Celestial rifle may not be able to put anyone down post patch.
I notice op has grenadier, and rifle traits. I’m not entirely sure what his rotation or weapon choices are entirely.
(edited by Casia.4281)
Current raw stats are 926 not 960.
Where does it say celestial is being nerfed? Something current, because I did hear about it awhile back but I don’t recall them saying anything about it with the new specialization/balance changes.
oh, huh. why did I think it was 960? oh well. nevermind then.
what weapons/skills?
Also pve, or pvp?
Celestial ammy is getting a 10% nerf for spvp.
I think celestial in pve,wvw is staying the same?
But there is more impact.
now raw stats is 960. <- this was wrong. its 926. leaving the post, but most of this conjecture is way off due to this. disregard any part referencing base stat increase.)
This is being increased to 1000.
And we would get 300 to a stat for a traitline.
300 power for explosives,
300 prec and cond for firearms.
300 ferocity for tools.
(and toughness+healing for inventions or vit-alch if you went those)
so even with a celestial armor, prior to patch, you did have SOME focus. Likely, runes too. unless you ran celestial/traveler runes.
Runes are staying the same, but we are losing the trait stats. which are now on gear. So your celestial gear is now getting more stats, but even less focus.
30% stat increase on gear.
https://docs.google.com/spreadsheets/d/1xXxJl1yTzgVeeLtOdPpBk9nWyXmyhvJ1hGcEtnQ1H34/edit#gid=0
30% of 500? 150 vs the 300 you had before I would think. But gaining.. 150 vit/tough/healing power you probably didnt. Assuming a firearms/explosives/tools.
+ the extra… you couldnt go 6/6/0/06. lets say it was 6/6/0/0/2. well, that would have been 100 ferocity. so you do gain 50 ferocity too.
that 6/6/0/0/2
150+ 40(base stats) to all stats.
-110power, -110prec, -110 cond damage, + 190tough,+ 190 healing power + 190vit, + 90 ferocity
Your raw power/prec/cond damage will be noticeably lower then before.
Might be worth nothing, zerkers don’t make it all back either.
zerkers in that same 6/6/0/0/2
326power on gear, + 40 base=. + 66power
224prec on gear + 40 base. 264= -36
224 ferocity on gear +40 base, 264= + 164 big change here, as now the gear matches zerker, vs firearms condition damage.
+ 40 tough, + 40 healing power, + 40 vit
0 cond on gear, +40 stat-300= -260 cond. big loss here as noted about the swap to ferocity.
(edited by Casia.4281)
Stat wise I am leaning rampagers.
sharpshooter. Pinpoint distribution. Maybe incendiary powder. this leaves us without ferocity though. and might giving power and cond damage.
but, the question of sinister is still there. Maybe a mix of assassins, rampagers, and sinister. (rampager armor, assassin trinket, sinister rings, rampager back and neck?)
Rune/food/sigils. Frag 1 bleed duration is odd. base 2, 50% makes that 3s even. good. but +33% on serrated steel does not. (3.66s) 40% food. 123%(4.46s) we want another 30% to get a good even 5s bleed on frag1.
Runes of nightmare is 15% and 175 cond damage.
Sigil of malice is 10%.
Toxic oil/stone/focus is 10%.
Givers… 10%.. but no ascended..
hrm.. heres a thought.
Givers of malice offhand pistol. the exotic weapon str would ONLY effect blowtorch’s direct damage componant. a small dps loss. there would be a stat loss overall for ascended-exotic, and from the fact givers is 10% cond duration, 64 prec, and 64 vit. bleh at vit. But would be 20% cond duration. paired with runes or toxic for that 30-35%.
Why is serrated steel such an odd number?
serious buffs. will it be enough? dunno.
what to pair with it?
well, we have exploding turrets. blast combo potential there, as well as dps. we could go all turrets, and swap tools to inventions for experimental. giving might, and fury.
or, flamethrower, in there, more burning/firefields, combod into the turret blasts.
or SD and best toolbelts. rifle turret still there. can rocket kick for burning.
standard SD is toolkit, rifle turret, (optional).
Toolkit not super ideal with this new tree. but flamethrower might replace it, with rifle turret, and kick or battering ram, or stun break.
(edited by Casia.4281)
short version of this is, we need more info.
Pistols are getting a number of large buffs. Rifle seems to be eating a few nerfs. Other builds are getting buff/nerfs too.. hard to place where everything lands atm.
But still wanted to look at some of the things..
target the maimed, and target the weak. both gone.
Target the weak is getting replaced with hematic focus. so basically 10% crit all the time, instead of 10% crit below 50%.
Target the weak is just plain gone. 5% damage buff lost to pretty much all engi builds.
Rifle mod is also gone for rifles… another 10% damage lost for them…. ouch.
Hair trigger 20% recharge on pistol, rifle, and harpoon. NEW hair trigger is only rifle and harpoon it seems..
no pistol… (how well that 10% ias performs for rifles remains to be seen. )
Sharpshooter small buff to 4s duration. But loss of explosives +30% cond duration. (which grenades, etc all took, but rifle/ft/pistol may not have)
Pistol builds were in the first place, stat locked. power/cond duration in explosives. valuable stats.
Crit, and cond damage in the firearms. with ferocity in tools. and some trait synergy with blood injection and/or hgh experiment turrents in alch. there was no good ideal stat+trait synergy.
the good news.
P1 is an explosive, and cond now stack. and vul effects cond damage.
things now get interesting for pistols.
http://dulfy.net/gw2traits#build=AgEB6AJYBVw~
first, How does chemical rounds work? “your pistol skills have 50% increased condition duration”. is this “just” the conditions applied from the core skills, or any condition applied by the pistol skill? namely, sharpshooter, steel packed powder, and incendiary powder? if it effects this, amazing. if not.. eh..
Pistol damage currently if running celestial will be about 60% direct, and 40% condition.
Frag shots attack speed and coeff is terrible. coeff was even nerfed at one point.. but can double or triple damage with coated bullets, which is now also default. decent for trash, not so much bosses where it doesn’t double/triple up.
.350 coeff, .75 a/s. current 2s bleed on direct hit.
+50% cond duration with pistol skills.
+33% duration bleeds
10% of prec=cond.
p1 is now an explosive.
Shrapnel-15% chance of 12s bleed and 2s cripple. (each aoe?)
Explosive powder- 10% more damage for explosions.
steel packed- explosions apply 5s vul.
Look at all this fun stuff we didnt have before.
Frag 1.
33% change on crit for 5s bleed.
3.66s bleed on hit.
1 stack 5s duration vul on hit. (possibly more0
15% chance of 16s bleed.
.350 coeff into 10% EP, 5%glass cannon, 10% excessive energy, 5% shaped charge.
PDV .4 coeff, 2 attack duration, kittens(can miss) 10s CD. 2s poison/hit.
This was easy to maintain 100% uptime of poison all by yourself, without any +duration, or even the 20% cd recharge. Decent coeff as well. 2 over 2s.
Now with stacking poison, whew boy.
And the poison is being increased to 4s duration.
New Poison 3.5 + (0.375*level)+(0.06*Condition Damage)
old poison. 84 + (0.1 * Condition Damage)
1/3 the scaling per level, and just over half the scaling per cond.
there was little really buffing PDV in old traits. just the 5% target the weak, and modified ammo.
but now we also have the +50% duration trait. And since poison stacks, we actually benefit from +duration, nightmare runes, malice sigil? good old duration food. super veggie pizza… toxic oil/stone.
With just the trait, PDV will be 5 stacks of 6s duration poison. with the poison dealing over twice as much as it did prepatch.
Static shot. also a .4coeff. with 4 bounces. considering the bounce, also not bad coeff really.
+blind on call, and confuse.
the confuse change is a direct buff to its pve use.
Will it still be 2 stacks of 3s of confuse?
2 +(0.3*Level) + (0.04*Condition Damage) is the new dot component.
Blowtorch.
definitely up for grabs here.
the +range is now default? making this easier to hit I hope.
how the new burning works with its 3 hits is up for grabs. Same with incendary powder. if the 50% pistol cond works on incendiary powder, it may be better then modified ammo.
But at the same time… you are applying poison, bleed, vul, burning, cripple, and possibly immobalize all by yourself constantly as a p/p engi… Rune/stat etc might effect this.
I was looking through Streamlined Kits and the effective loss of swiftness uptime there was an unintended consequence of Kit Refinement being packed together with Speedy Kits. I’ve gone ahead and changed the swiftness from Streamlined Kits to a 20s duration.
neat. did you read my reddit post on this? haha.
just to be sure you are aware of the balance changes.
current, speedy kits is 11s swiftness, on 10s ICD.
Invigoring speed is 5s vigor on swiftness gain, 5s ICD.
+10% boon duration for alch.
These combining to give alot of vigor of course. every 10s.
The 20s ICD on streamlined, with 20s swiftness duration, I did too suggest.
This actually creates a more risk/reward dynamic in pvp. while out of pvp the same effective 100% uptime. but in combat having that swiftness removed is much more painful.
But, I do at the same time want to point out that MASSIVE nerf to invigorating speed combo. now will be 5s(6?) vigor every 20s instead of the previous 10.
vigor itself is also getting nerfed I think I heard too right?
not that I think invigorating should be buffed.. but its being left as pretty mediocre. I’d like to see it bundled or something…. frankly, invigorating and speedy kits as a single bundle makes more sense then kit refinement.
(edited by Casia.4281)
You guys need to READ WHAT YOU ARE BUYING. Those prices INCLUDE a NEW activation key for a BRAND new account. That means with those prices you are not only getting heart of thorns, you are paying for a new account and heart of thorns. They havent released any prices for JUST a Upgrade.
“A game serial code for account creation or upgrade for the Guild Wars 2: Heart of Thorns expansion and the award-winning Guild Wars 2 core game.”
there is no Upgrade only purchase. this is it. the expac costs 50$ US.
I tested this a few days ago. equiped weapon rarity does matter. And kit weapon strength does scale with ALL tiers.
Tooltips do NOT update. they are WRONG.
But attacking players/npcs the differance is noticeable.
I do not have the exact numbers. my testing had limited sample sizes.
First, back in vanilla kit weapon strength was 872-969 with 921 ave. (this testing was extensive, and that number is likely accurate within 1-2)
Testing in Southsun last week I came up with.
About 731 average with a fine weapon. (blue)
about 867 ave with a rare weapon. (yellow)
About 974 ave with Exotic weapon (orange)
About 1012 with Ascended weapon( pink) (note Ive seen a DnT chart listing 1017. I do not know their source, but its possible they did more testing then I did, for that value. 1017 may be correct.)
I also screwed up applying vul stacks, which would inflat these values a bit.
I would expect the +/-variance of error to be about 10-15.
The take away is, exotic kits much higher now, then they were at release, and ascended are even higher still.
Kits are scaling appropriately with rarity.
Stat changes have no impact on this. Your stats already were based on equipped weapon, not kits.
(edited by Casia.4281)
I would much rather see a 20s swiftness with 20s cd. this bigger duration means you can get perma-swiftness out of combat. but its removable in combat, thus harder to achieve perma-swiftness in combat.
10% faster rifle speed “MAY” be REALLY good.
Better then the 10% damage even. potentially.
Again, we need to see it in action.
First, yes, I needs to work on the AA. .84 s/a reduced to .76 s/a.
And then where its potentially really important is overcharged shot and Jump shot.
If the leap duration is hastened by this 10%. fantastic. and same with the self KB.
it will have little effect on blunderbuss. so that sadly would be a dps loss. however, blunderbusses damage was already a good amount bleeds. so that was not previously effected by the 10%rifle mod in the first place.
The proc on crit traits all will benefit from the 10% faster attack then the 10% damage as well. vul and bleeds.
rampagers ought to be tops for cond I suppose. pinpoint distribution. 10% of prec as cond damage.
heavy armor exploit. crit=vul was always good, and moreso now with cond damage.
10% chance to CRIT bleeding targets instead of the old 5% damage. kindof a nerf…
But with changes to stats might break even abit. this favors zerker/sinister a bit. but, heavy armor exploit makes crit=crit as well.