Twitch.tv/chaithh
New Twitter: @chaithhh
I didn’t want to jump in and ring a bunch of bells announcing my new role when I moved into the position – I’d rather just make things happen.
Grouch
Like a boss!
Why am I getting chain cc’d by 2 Engineers and then focus pulled for a one shot kill by a Mesmer?
Why?
Well, according to the data that I recorded when I talked to 3 people in the Mists today, GW2 players like getting one-shot and skipping the downed state.
Sorry OP. Can’t please em all, am I right?
/This has been a sarcastic post
What the what?
Edit: I think it’s best suited to stay as a mini-game rather than be suited for a PvP mode.
(edited by Chaith.8256)
Rangers should be the highest single target ranged DPS in the game. That’s a high level goal. They mentioned various things for a lot of the classes.
I’d say actual design reflects Mesmer as that role. Ranger at it’s strongest (in actuality) is a condi-resistant, high evasion mid-range fighter.
Pretty far from the high level design… until Longbow is like, a must have, that high level design will pretty much never be congruent with how the Ranger plays.
Proving once more I’m right..otherwise you would not invest the time etc to reply in a way you have been doing
Darksteel vs. the Guild Wars 2 Community in HD
Have’ing engineer with 2 weapon sets is pure madnes.
Imagine Riffle CC + CC from shield.
Engineer would be OP and that class doesn’t have much weapons to pick, so all builds will be pistol/rifle. It’s not the fix, it’s stupidity.
Something that’s usually suggested is that equipping a kit would prevent a second weapon from being equipped.
Or.. this functionality could be tossed up into a Firearms Grandmaster trait. Sure beats the hell out of the boring Firearms Grandmaster traits, thus far.
You can’t prove that it isn’t the community’s favourite Solo Queue map of all time!
Checkmate, GW2 players!
-Anet
Removing respawns from conquest and calling it conquest annihilation simply doesn’t function.. and you are proposing a gold betting feature to be implemented as well?
I think this is an ill-thought idea all around. If you want to have deathmatch style respawn, IE, disabled or a limited amount of respawns, you have to have appropriate objectives that aren’t going to simply be ignored.
How do you expect to play a conquest style game with rotations if the enemy can simply outnumber somebody and quickly snowball on a 5v4 advantage? One strategy quickly becomes the best option – roll around in a group of 5, stealthing frequently, and annihilate anybody trying to accomplish actual conquest objectives, and that’s game.
Edit: Ik you are sold on the idea, but if you have to Necro this post a 3rd time I think that should say something.
Nice one That’s actually a thought provoking topic, I look forward to!
That being said, adept eng does need some reworking/love (I/IV/V suck).
Explosives V is Accelerant Packed Turrets now btw.
But I agree, Adept explosives is pretty meh.. but with Shrapnel for Grenade builds, Forceful Explosives for bomb builds, Accelerant Packed Turrets for soloq Turret builds, it’s doing the trick all-right, atm.
What the hell would Turret builds use for an Adept if not for Incendiary Powder anymore, or Accelerant-Packed Turrets as well? That pretty much leaves Exploit Weakness, lol.
I am of the opinion that Turret builds should die in a fire, but I’d like the trait system to feel good, at least.
having both accelerant packed and IP both in master isn’t mutually exclusive either
That’s obvious, but Accelerant Packed Turrets was first trait chosen out of all the Master Traits to come down to Adept, and make way for Incendiary Powder. I seriously doubt it’s so good now that it will be the first trait to be tossed back up into Master tier.
Whether it’s trading back Incendiary Powder to Adept or otherwise. :P
You used an advantage, and that means he must moan. Its his little way of saying “even though I am dead now, I would have beat you if not for your mate. I do not understand how teamplay works and most likely collect stamps. Please excuse my whining and carry on”
your thinking is toxic!
Your use of the word toxic is toxic!
I’m guessing he tried to say: “You guys tag teamed me.”
No deeper meaning.. some people’s words you just have to take at face value.
GG , you should be thankfull that the teef didint open with a backstab.
Dem backstabbs, no counturpaly no skil
Dem facestabs into protection
All 2161 of your hp.
Darn this feeble mortal coil…
should be master tier or higher, way too strong at the adept level. it’s way too hard to predict because of the cluster kitten that is 8000 turrets + pirate bird, you can’t even see when they’re going to die
It was just brought down from Master a handful of balance passes ago. Maybe you’d like to reverse the swap of Incendiary Powder and Accellerant Packed Turrets?
It’s actually really polite that you would go through the trouble of a sPvP forum apology, lol. +1
Your frustration is 100% because you are hotjoining and expecting equality & competitiveness. Try solo queue.
Dont forget spectral walk > teleport to flesh wurm > and spectral recall on necro! So op…. cough cough
LOL… that would be kind of awesome.
Chaith, I took a long break of this game and things haven’t changed in a good way one bit.
If anything, the gw2 pvp developers made it easy for PvE’ers to farm rank and become rank 80.
You seem to have a ‘them vs. us’ attitude with PvE/WvW players. If PvP becomes more appealing to people who primarily play other modes, why not just enjoy the population increase in PvP? Instead, all updates that reduce barriers for PvE/WvW players seems to directly ruin your experience :P.
People are already taking megaservers and the good population increase for granted. I think it’s a nice reprieve from the endless ‘PvP is DEAD’ threads. Don’t you?
kittenED
kittenED
kittenED
kittenED
GARBAGE
DESTORYING the PvP
DESTROYED.
ITS AN INSULT
ITS AN INSULT
ITS AN INSULT
Since the April 15th PvP reward overhaul, PvP has definitely been more active & vibrant.
Despite all of your reminiscing about the old Glory Vendors ‘making the mists feel so alive’, you seem to forget that the old PvP reward system was just absolutely, inexcusably bad.
It’s less agonizingly bad now, it has been much improved. However, the Reward Tracks need to expand to eventually cover some/most/all of the skins that were achievable in PvP before.
Also, it’s not really anybody’s fault but your own if your chests/glory were wasted. Pretty much nobody missed that boat, as it was announced well in advance.
Just like everybody else that’s still here – continue to play the game if you still like it, k? Or don’t.
Nobodies fault that but his that chests/glory were wasted? Try saying that to Kensuda, and he’s on your team..lol. The fact that they didn’t provide a vendor after the patch is inexcusable, and lazy. You shouldn’t have to keep in touch with the forums or the website in general like a daily or weekly paper to not get screwed over. Adding a vendor to spend your glory after the fact wouldn’t have hurt anyone. That’s just ignorance plain and simple.
Countless
I just can’t believe people aren’t over this yet.
kittenED
kittenED
kittenED
kittenED
GARBAGE
DESTORYING the PvP
DESTROYED.
ITS AN INSULT
ITS AN INSULT
ITS AN INSULT
Since the April 15th PvP reward overhaul, PvP has definitely been more active & vibrant.
Despite all of your reminiscing about the old Glory Vendors ‘making the mists feel so alive’, you seem to forget that the old PvP reward system was just absolutely, inexcusably bad.
It’s less agonizingly bad now, it has been much improved. However, the Reward Tracks need to expand to eventually cover some/most/all of the skins that were achievable in PvP before.
Also, it’s not really anybody’s fault but your own if your chests/glory were wasted. Pretty much nobody missed that boat, as it was announced well in advance.
Just like everybody else that’s still here – continue to play the game if you still like it, k? Or don’t.
i disagree completely. with all the pulls and mobility engineer has, theres no reason the auto attack can’t be turned into something like a shrapnel burst. i’m never in 1000+ range for long with my rifle, if you are, you’re not doing something right. notice i said nothing about reducing the range of net shot. i could see the range of auto attack being reduced to 800 and it will get a damage boost if that’s the case. if guardian’s staff#1 can function with a 600 ranged auto attack i think our rifle can too. i don’t even use nades, which is funny that you’re using that as an argument. i think my setup is proof that 1000+ range isn’t necessary.
It depends on who you’re fighting. If you’re dueling a d/p thief, you don’t need a ton of range or gap closing abilities—they’ll come to you. If you’re fighting a p/d thief, it will be different. Engineer only has one pull, and zero targeted gap closers, although rocket boots and jump shot can both be used to close distance.
800 range with a damage boost would probably be a decent trade-off. But I wouldn’t want to see it go any lower than that. Guardian staff is a lot more like engineer flamethrower actually, except with longer range and less retal punishment. I’m not complaining because engineer rifle is a great weapon, and back on topic, OC is an incredibly powerful skill. But trust me, it really needs the ranged auto.
In a Celestial build, you can pretty much replace Hip Shot with Tranquilizer dart. It’s nice.
Rifle as a stand-alone though would not function without a long range auto, correct.
Drop the ‘I’ in Hamifle. Ham-eye-ful? More like earfull.
Hamfle. Ham-ful.
You’re welcome.
So, I was watching videos of an upcoming game from NCSoft that releases this weekend. They were showing their features video and it had me pumped up. Then, something was said that snapped me back into reality and made me suddenly skeptical. The narrator said, “And all of these features are just the tip of the iceberg”.
Before Guild Wars 2, I always assumed that “just the tip of the iceberg” meant we only see a tiny portion of the otherwise massive object. Now, I take that phrase to mean, “this is pretty much all we have, but luckily the rest is below the frigid water, and since you can’t see it, we’ll make you think there’s much more…and it’s massive!!”
Carbine seems to be a bit faster with development and reacting to feedback tho. Especially when it comes to features, systems etc. The game will release as a finished product instead of a work in progress.
If there’s anything that I know … it’s that you absolutely cannot predict the performance of game developers based on the pre-launch period where the entire company is building goodwill and hype for the most box-sales possible.
So, I was watching videos of an upcoming game from NCSoft that releases this weekend. They were showing their features video and it had me pumped up. Then, something was said that snapped me back into reality and made me suddenly skeptical. The narrator said, “And all of these features are just the tip of the iceberg”.
Before Guild Wars 2, I always assumed that “just the tip of the iceberg” meant we only see a tiny portion of the otherwise massive object. Now, I take that phrase to mean, “this is pretty much all we have, but luckily the rest is below the frigid water, and since you can’t see it, we’ll make you think there’s much more…and it’s massive!!”
It’s a little misleading..
From the developer’s standpoint it more means… And we’re going to continue to have a small team spending time developing all NEW features!
Of course, what everyone hears: “Wow, they’re holding back 80% of the good stuff, I’d better set my expectations for the game’s features super high!”
Kind of a misunderstanding on both ends.
Unfortunately no, the self-knockback can’t just be removed. It’s a totally needed drawback to an instant 3 second launch that cures cripple, chill, and immob. Compared to the other Rifle Skills, it already has a disproportionate amount of power.
The fact that you have to be able to tell if it’s going to do more harm than good to fire your Overcharged Shot is more good design than bad!
There are at least 4 Celestial builds that are viable and run at top end.
Cancer Warrior (Triple Shout S+S / LB)
The “cancer” warrior ( … -_- ) performs less optimally when using the new celestial amulet. Settler’s amulet remains the top amulet for this build to achieve maximum survivability, damage pressure, and sustainability.
Celestial amulet works with the triple shout condition warrior in the vaguest of definitions.
Yeah.. agree. Steb says:
Celestial needs to be nerfed, when you give people 600 more stats than everyone else theres going to be some imbalance. The general concept makes sense, but we’re seeing full teams of celestial run around, and being successful at that.
However, I’m not seeing more than 2 people using Celestial in a team ever. Engi and Ele are the only professions that get a new competitive build that’s unique, and not just straight up inferior to other options.
And Celestial is so strong, it can be run on literally any character, including thief, to make obnoxious builds with require low skill and have high impact.
In terms of Competitive tPvP usage, Celestial is only getting play from D/D Eles, and Rifle & Nade Engineers. Warriors, Guardians, and P/D Thieves have a mediocre Celestial build, that usually produces a slightly unfavorable side-grade for tPvP usage. There is no Ranger, Mesmer, or Necro Celestial build that seems to have surfaced yet. I think Celestial is not over-performing. On Engineer, Rabid builds are often a lot more threatening, and EU Engineers commonly regard the Celestial build as straight up bad.
Bunkers run rampant, and surprisingly, the “Core” bunker, Guardian, has almost been pushed out of the meta.
So, care to play a competitive game without a Guardian? Yeah, me neither. You can’t put a value on the Stability, Healing, and Resolute Healer trait. They’re invaluable.
Things like Sigil procs, incendiary powder, spinal shivers, etc. Need to be looked at reworking, the damge is undodgable, because the moment you actully are touched (regardless of how skillfuly you dodge or avoided most attacks) your instantly blown up with procs that require 0 effort or skill to execute.
I only really notice that this is a problem in Lich Form. If Lich form had an attack that did 1 damage, when using this hypothetical attack on a squishy target below 50% hp: You get: Up to 7,200 Spinal Shivers (Chill of Death), up to 2,800 Air Strike, up to 1,800 Flame Blast = 11,800 free damage all procced at the same millisecond that an often 4-5k Deathly Claw will land. People are literally getting one-shot if the Deathly Claw pushes the 50% Mark.
I suggest that Transforms stop giving high increases to Power/Precision (increasing the base damage of skills to compensate), or suppress the usage of procs while active.
Other than these silly circumstances, I feel that Sigils have definitely added an increase in base damage, that’s fully effective by poking. It’s sure something else, but I don’t feel that it’s affecting the game in a very negative way.
If we don’t receive emails from the last few teams we’re waiting on by tomorrow (Pacific Time), we will proceed with sending out awards to everybody else. Members of the remaining teams will have to wait until their prize choices are submitted before they receive prizes.
Awesome. A sensible choice.
Ranger has 2 skills to use that move faster than just holding W. Swoop and Lightning Reflexes. It also has a rough time with condis. So any class with more movement skills or easy access to cripple/chill/immobilize will wreck a Ranger.
Turn Camera, Sword 2, Turn Camera back, Sword 2. Dagger 4 with Off-Hand Training will get you some forward distance, too.
Complaining about getting free stuff? Not in good form friends.
What even…. I don’t even
The results of the ToL tournament were decided over 2 weeks ago. Nobody’s complaining about A-Net’s ability to deal players ‘free stuff’*, rather, the presumed A-Net decision to let certain people jam things up by not responding to the emails. It’s possible that these same certain players could even be motivated by other’s frustration and purposefully not respond to the emails. This is the Internet :P.
Has anyone received their rewards yet? Finishers, clovers etc?
Last I heard, it’s being all done at once, and some people haven’t responded as to what rewards they will be choosing.
Deadlines work pretty well, I hear… but yeah, nobody’s received their phat lewts yet.
I’m tired of fighting rifle engineers. And those, my friend, have been around far longer than 6 months.
o_O
O_o
Rifle has never been a must-have for Engineer
[quote=4033284;coglin.1867:]
(edited by Chaith.8256)
Chaith, I feel part of your problem here, is that you are automatically assuming that every posters comments refer exclusively to specific situations in sPvP. I saw nothing in the title or the OP that specifies this discussion is based on sPvP. I cannot speak for everyone else, but I was not being exclusive to a specific game mode in my comments.
I would appreciate it if you would not take my statements out of context and apply it to only one specific situation, and presume to declare my opinion as discount able, simply because you only see things in terms of sPvP.
Why would the way Incendiary Powder is procced matter in any non player vs. player scenario?
Sorry, but I do not buy this at all. You are literally stating that if a player uses good defensive play, some how, magically, all of our skills become useless and our only damage is from procs? How do you justify or explain that?
Something to note… whenever you are pressured and forced to play defensively yourself (play on Engineer vs. teams that are aiming at you) you’ll quickly realize that your 300 range Rocket Kick becomes pretty ineffective at maintaining pressure, and too high a liability to sacrifice your positioning for. Meanwhile your Incendiary Powder is highly effective from max range. Add in a couple well aimed Grenades, and possibly doom Sigil proc, and your defensive mode pressure is actually not terrible.
Your idea of how Engineer plays seems to mostly be chilling on point, within 300 range of your enemies, spam bombing and nading the hell out of them without fear for your life.
My impression of playing Engineer vs. competent teams is that without Elixir S or Toolkit block, every group of 2+ enemies can swap-immobilize kill you in under 5 seconds. An Engineer’s primary language in teamspeak is screaming.
A lot of your skills are going to be useless a lot of the time when either party is forced into a defensive position. :P
In know way, did you offer any logical explanation for your claim that others cannot land those skills. Neither rocket kick or blow torch are particularly slow or any more or less easy to avoid then other P/S skills.
Your suggesting that you would not be a capable player as an engineer Chaith, without this one single trait? If that is the case, why are you, personally not making threads to get the profession repaired?
Well, this just isn’t true. There is plenty of logical explanations to why landing bombs or other 300 range skills can be problematic on an Engineer – it sacrifices your positioning, for one.
Despite vulnerability to immob and other conditions, I think Engineer is totally useful even in top team queues.
Defending it? No, I could care less. They could remove it right now. I never take it, because I have been a bomb kit addict since say one, and I often run P/P, and I almost always use rocket boots. This trait is pointless to me. Though players who want to run a gadget build or elixir build who would not be using rocket boots or bomb kit, may find great benefit in it. I do not think using a meta, accurate or not, as the boogey man, justifies nerfing a trait.
You do need Incendiary Powder.. Even if you play with bombs/Pistol offhand or otherwise.
You need it because when players decide to play defensively, your burn up-time with Rocket Kick, Fire Bomb, and Blowtorch becomes basically 0%. They’re all either slow abilities, with tiny reach, or both. You cannot defeat competent players who don’t want to be defeated without a certain level of reliable damage.
Other than Incendiary Powder, in terms of reliable damage, there’s pretty much nothing for Engineer. That’s why this trait gets taken as a ‘must have’ – because it’s reliable, easy to apply damage in profession devoid of unavoidable damage (by proper movement/positioning.) There’s no instant 900 range heatseeking Steal that teleports you through terrain on a 21s cd, (stealth buffed April 15th), or a heatseeking Mirror Blade / Phantasm attacks, or Air Sigils exploding on you as people poke you with Ranged Weapons.
Every profession has components of attrition based, difficult to counter – yet somewhat bottlenecked – forms of damage. It’s PvP, it’s ok to have to grab them. I could rattle off a list of a ton of sustained pressure/low counterplay abilities present on each profession. At some point we have to accept this as a necessary evil design.
Hit this topic up again when there are thriving professions that blindside you with a reliable, long range, heatseeking, surprise burst from hell, who aren’t all-in glass cannons.
It seems quite difficult to reliably dodge roll, about face at the end of it and not take at least one step in the wrong direction before acid bomb activates. This could be due to my added latency though, which fluctuates between 200 and 300 ms or so.
What’s more while the activation time is listed as 1/4 sec on the tooltip, the activation and animation time of the skill of acid bomb from testing is closer to 5 times that (somewhere between 1.5 and 1.7 seconds. Dodge rolling has an innate .75 of a second activation and animation time which means that assuming your method works perfectly the total combo time is going to be a minimum of 2.25 seconds from start to finish, albeit the dodgeroll component is at least moving in the right direction.
Meanwhile blinks such as steal or lightning flash have no animation time whatsoever, the only real delay being latency, while gap closers such as savage leap have an animation time of around 1.2~1.3 seconds while covering a slightly longer distance than acid bomb.
For reference, a player can cover 210 units of distance within one second in combat with no speed buff and most players will at minimum have +25% speed increase for 262.5 per second.
So assuming perfect execution of acid bomb combo (0 skill latency, no walking in wrong direction at any point in the combo) and enemy player at +25% run speed, within the activation time/animation of acid bomb someone will cover the same distance or slightly greater than acid bomb simply by running forwards. If the enemy has swiftness this is compounded very slightly.
That’s not taking into account the fact that at the end of the acid bomb combo your character/camera will be facing the wrong direction, incurring an additional delay to you actually using more skills on your opponent.
Good approach, but trust my experience of actually using it as a movement skill, if you swivel your camera instead of using the about face hotkey, you can easily have time to do so during the roll. I don’t think it’s highly dependent on latency, but if you have super bad latency I could be wrong (it seems like you do).
Remember that movement skills scale with swiftness and other movement speed increases too. Everytime I use Acid Bomb properly after the gates open, I gain a little ground on my allies, so it works.
Also, try swiveling your camera and getting into position for Acid Bomb while you are mid animation for Jump Shot (It’s a good movement combo.)
Elixir bomb is useful for gap creation but not for gap closing – in the time you’ve stopped moving, rotated 180 degrees using your turn around button and then activated and completed the skill animation another person running next to you using no skills whatsoever will have covered the same distance.
Actually you just have to dodge roll forward and flip your camera and Acidbomb right after the roll finishes. Requires a dodge, though.
Cavalier amulet will happen! :o!
Valk builds will happen way before Cavalier, haha.
Valk is already pretty tight. On Axebow builds it’s situationally better than Soldiers. Dat crit damage. 19k HP is enough.
thieves are not bunkers but they are still meta. this is confusing. O.o
Until Apex prime came and showed a better way.
Not necessarily..
I think Apex would run a thief if they had players that played it.
This thread forgets that we are playing an MMORPG. You don’t out skill damage modifier, power, precision, ferocity, healing, vitality, toughness.
You want completely skill based 100% control then you need to play a fighting game. MMORPG always have had passives as soon as you put on your first piece of gear.
You getting vigor on crit? How do I out skill weapon swap sigils? Sigils of force? Clone on dodge? When I hit X health I get Y? There are a ton of passives in this game that the enemy can’t do anything about because we are playing a RPG.
Yep.
I’d like to outplay Air Sigils too, while we’re at it.
I think that any problem that GW2 has with players being too difficult to kill due to un-penetrable sustained healing directly feeds back into one feature. That feature is the ability for multiple players to AoE spam heal each other. Multiple support characters together, all AoE healing each other get too out of hand.
I feel that introducing some kind of feature that puts some kind of plateau, diminishing return, or drawback for AoE Healing Spam would be a far superior mechanic than blanket nerfing all healing.
Usually there is 1 bunker guardian in a team which does all the healing/boons and the other classes are either warriors, thieves, mesmers, sometimes eles and necros. all of the named classes except ele bring no group healing at all in the current meta so its hard to aoe spam heal. some classes can bunker points without any problem 1vs1, even 2vs1 and in very rare cases 3vs1 for some time again without any involved aoe heal spam.
correct me if im mistaken but afaik aoe heal has the same restriction as damage aoe, the 5 target cap. if you have any minions spirits or whatever up thats already a downside to aoe heal.
multiple healers would not be viable anyway as they do less damage than a soldier geared player of the same class and die way faster to focus.
thats why i think that it would be better to nerf the healing if you’re not a 100% healer. i believe it would be more balanced to have a healer who heals a bunker but is faster to take down than a bunker selfhealing in outnumbered fights.
thanks for posting
Actually the ToL NA finals on both sides had 1) Support Guardian, 2) Support Elementalist, 3) Double Warriors to help blast the combo fields.
One of the team’s strategy pretty much prioritizes AoE healing over just about everything else. Healing Breeze & Magi amulet taken on Guardian, also a Spirit Ranger for the AoE healing Support Elite.
It’s clear that you just don’t share the same reality in GW2… but coordinated AoE healing is actually a thing. And it’s really borderline too good.
http://www.twitch.tv/guildwars2/b/525879111
1:40:00 to see what I mean.
Basically, if accurate Engineer ranged damage is nerfed, it will present a lot of problems when going up against Professions that simply stay at ranged and play really defensively: Shortbow Thieves and Mesmers (who already body block IP with clones).
You mean, you will finally have a weakness like every other spec in the game?
Hah, someone sounds like they got burned to death by an Engineer. In conquest, I still consider Engineer to be A-Tier, but since you’re implying that Engineers have no weaknesses, you need to remember a few things..
Engineers have a good share of weaknesses. Combine extremely poor condition removal with no teleports and you have a profession that becomes immob-2-win against. Really bad/infrequent stunbreaks with really bad/infrequent condition removal makes an Engineer equally dead if you condi-load an Engineer, or have a Necro around to fear him to death.
I don’t think I agree with the base reasoning in the first place, in order to justify the complete overhaul that you’re suggesting.
You need to be able to differentiate between ‘bunker’ and ‘support’ better.
The truth of the matter is, that ‘support’ characters that have good group healing capabilities, are often rather squishy themselves.
I think that any problem that GW2 has with players being too difficult to kill due to un-penetrable sustained healing directly feeds back into one feature. That feature is the ability for multiple players to AoE spam heal each other. Multiple support characters together, all AoE healing each other get too out of hand.
I feel that introducing some kind of feature that puts some kind of plateau, diminishing return, or drawback for AoE Healing Spam would be a far superior mechanic than blanket nerfing all healing.
(edited by Chaith.8256)
If it’s not a main source of damage then why isn’t there a single meta spec that skips the trait?
It is? Got any proof of this, or is it just a random with no evidence to offer?
Which meta are you referring to? The power engineer meta that dominated both sides of the ToL? The minority condition meta? The CC meta?
Example. 112 engineers in ToL EU/NA. from what I see 27 used this trait. Yet you claim it is in every meta build. 77% of the engineers used power builds.
Actually, the Celestial build still should take Incendiary Powder. It’s hybrid, I don’t think it’s right to claim that Power Engineers dominate anything. They still suck.
Incendiary Powder is not able to be evaded forever when you’re trading blows. This is a fact. But Incendiary Powder can be body blocked and wasted on fodder targets.
It’s also important to look at Incendiary Powder in the context of the entire Engineer profession.
Engineers have pretty awful long range poke damage. In fact, the reliable Engineer ranged poke is pretty much only 1spam. Engineer 1spam is also miserably weak, as a class design.
Basically, if accurate Engineer ranged damage is nerfed, it will present a lot of problems when going up against Professions that simply stay at ranged and play really defensively: Shortbow Thieves and Mesmers (who already body block IP with clones.)
Edit: Unavoidable burning also seems to be kind of a theme with most professions. Combustive Shot for all on point, group Justice Virtue for all, Sun Spirit burns for all.
Abilities like Combustive Shot, Incendiary Powder, Sun Spirit, Virtue of Justice – by design is to be a hugely bottlenecked damage source (can’t stack in intensity) but at the same time designed to add a damage component that will ensure that without proper condition removal that the attrition fight will continue to work. It essentially puts an expiry time on the fight.
(edited by Chaith.8256)
We are preparing the prize lists now, and will be reaching out to the teams who have prize options for your choices when ready.
I will post again when emails go out so team captains know when to check their inboxes.
This was three days ago, so hopefully soon.
Source: https://forum-en.gw2archive.eu/forum/pvp/pvp/NA-Tournament-of-Legends-Discussion-Thread/page/3
That chill of death trait is just… pants on head silly when procced by a Lich.
Boon Rip, Chill, Instant 7k PROC?
Seeing as Chill of Death can’t be avoided, and even if you get hit by a fart it will still proc, like Incendiary Powder, it seems a bit wonky when used with Lich.
Maybe… Lich form should suppress damage procs while it’s active. 5k Deathly Claw autos’ are nothing to laugh at.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.