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Deployable Turrets is TOOLS: V
…………..Engineers. Really I am sad they intend to buff engi healing which is almost impossible to counter and so skilless and lame. Let us think about the lamo engi bunker builds:
^ Bringing Engineer healing up? The only thing that is even related to ‘healing’ is:
Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%. All those PvP and WvW Engineers sitting still, spamming Bomb Kit 1 and healing 250 a bomb, amirite. The problem with using these outside of PvE is that you have a better chance of surviving if you are using all of your skills and moving instead of ignoring them to divert all your efforts into channeling 250 healing per second. Still a disappointing trait for PvP combat.
1, Healing turret gives alot of healing for a short CD
^ It does. Yep. 19020 per minute. Among the top 5 heals in the game for sure. Not the best healing per minute, but it’s on the high end and sacrifices some healing for condition removal. IE: Healing Signet is like, +20% more healing per minute, without condition removal, but without any effort involved.
2, The cast time on healing turret is too short not allowing any pros to counter play it
^ I get Interrupted all the time, casting Healing Turret. But yeah, it’s more a result of rando interrupts – you can’t react to an animation and snipe interrupt a .5 cast before it gets off – unless you’re a robot. The problem is that if you increase the cast time on Healing Turret, you still have to go through the cast and wait for the thing to overcharge. Slippery slope.
3, Multiple engis can blast into each others water fields and ruin everyones day
^ This rarely happens in sPvP, WvW perhaps – also, if you pick up Healing Turret, which I routinely do, the Water field is pulled right out from under your ‘multiple engis’ who are blasting.
4, Engis just have to spec into a passive/no skill trait and then they cant be killed by condis
^ You aren’t doing it right. To be unkillable by conditions, the Engineer needs like, Elixir C, and tons of vitality in order to sit in the Automated Response HP range. Then you can say ‘that Engi is unkillable to conditions 1v1’ lol. If you just tack on Automated Response to a regular build, you really just have to start loading them up at 40% in order to bypass the Trait – make sure you know their Condition Removal timers – if they can remove conditions while in Automated Response range, ya dun goofd.
5, Engis has so many lame knock backs, blinds and other bs.
^ The Engineer I think that touched you in a bad place was like, Pistol Shield / Settler’s Amulet / Bombs, Elixir Gun, Flamethrower. Indeed there is the: Shield 4, Flamethrower 3, and Big Ol’ Bomb for their lame BS. For blinds, they have Static Shot, Smoke Bomb, and Smoke Vent. Let’s be real here, all of these blinds and knockbacks besides Static Shot blind are melee range, 300 range or lower.
6, Bunker engi is just a no-skill spam build. It isnt fun to play against at all. At least a bunker guardian you can actually hit and kill eventually.
^ If you’re a “no-skill spammer”, actually, you’ll have a much easier time trying to survive as a Guardian. There’s definitely a lot less you have to master in order to stay alive. Basically, an Engineer bunker has to pull off high actions-per-minute across 3-4 weapon sets while in melee range with multiple enemies, without a lick of stability. Hope you have good situational awareness and are good at dodging CC, because one stun, and all those vital actions you need to be doing get backlogged pretty quick. Engineers sustain for long times in small fights, and crumble to multiple Enemies with CC. Guardians laugh at CC, and mitigate fire from multiple attackers better but have overall less sustain.
These are the facts as far as I see them.
^ That’s a funny way of saying ‘opinion’. Here’s a fact: Engineer Bunkers get significantly less use than the Bunker or Support Guardians do. In PvP, WvW or PvE. Players will always flock to the easiest and most effective.
Please don’t nerf warrior dps, necro dps, and other damage and leave this engi heal the same or improve it. It is just lame.
Discuss.
(edited by Chaith.8256)
How the hell do you keep up 20 stacks at once?
you can easily keep up 25 might. use battle/strength and boon duration. you can use enhance performance too if you want.
Try this:
You’re not doing it right if you don’t have Might Duration runes and Sigil of Battle.
Rolling an Asura does break the immersion, in my opinion. It’s the other races who are the Engineers of their time for fashioning a Flamethrower, mine, or poison dart shooting pistols. Heh.
Honestly, try any other race and you’ll probably be more sold on the conceptual art.
Highest damage speed clear PvE build is the goal? You won’t achieve that unless you’re full berserker, with a 30/x/x/x/30 build, guaranteed.
Here you go,
If you use Rocket, Grenade Barrage, Surprise Shot, you can frontload a huge amount of AoE damage between a massive Grenade Barrage, Rocket, and discharges. Place Rocket Turret, and forget about it until your Rocket has cooled down. (Same CD as grenade barrage, for when to detonate turret.) Unload Grenade 2 & 4 as you’re walking in, then Blunderbus, Jumpshot. Spam grenade 1 as filler, to sustain about 15 bleed and 25vuln permanently.
Elixir U, Toolkit, possible Throw Mine, Bomb Kit, Elixir Gun’s (huge acid bomb) these are substitutes you could make without impacting DPS a lot. Play with what you like, or what the situation calls for.
If for some reason you don’t run with a group that is able to stack might, you could opt to run 2fire, 2strength, 2 altruism runes with Sigil of Battle, and Enhanced Performance. It’s better if your group can barely muster up any might – you’ll be putting up perma 15 bleed, so it would be nice to benefit from condition damage benefit from Might.
Like you requested, this is purely for AoE annihilating dungeon creeps. WvW/PvP at own dismay.
Another interesting full DPS PvE Explosions build:
Can stack decent might (Big Ol’ Bomb → Fire bomb → Throw Mine) and get huuuge benefit from Explosive Powder trait, which buffs your Mine Field, Bomb damage, and Nade damage.
Many unique combinations of yolo high dps explosives/static discharge builds.
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I’m not sure why you feel that Warrior’s damage cycles are suddenly just mindless AoE spam. Longbow and Hammer have pretty much remained constant in AoE capability since launch. Still super telegraphed.
Play without Berserker stance and Balanced Stance if you want to instantly have a profession that relies on skill-based timing to be effective. Or take some gear off. Warrior’s fundemental mechanics have never been ‘hard’ – I think you just have a thing for being the underdog. Haha.
The ‘facts’? Direct cross profession ability comparisons – these are pretty darn useless when not used in context of an entire functioning profession. They are supposed to be very differently balanced abilities.
If you made an argument about why Elementalist needs a better teleport/invuln/gap closer due to their actual performance in-game I’m sure Jon Peters could make a lot better use of that.
Good change, for the sake of adding a skill actually worth something, where there was not anything worth using before.
Anything related to firearms or explosives. The 5 gauge shotgun was what I took my name from!
We just have to cut down on one thing, Blu.
“Contestion”
It isn’t a word, hahaha.
~Oh I see now, so it doesn’t matter what I do for match win as long as I’m selfish and pigging points! No more breaking off a cap points to go help at another location or ‘rez’ to secure a win for me. Thanks, I stand corrected…I’m glad I spoke up
Save your next level strats for queued matches. It is indeed a selfish point pigging fest. Unless auto-balance disrupts that, the chances of many players being unhappy with Hotjoins will remain low. I’m not saying I agree with Hotjoins being very unstructured and unequitable, but they serve their purpose – mindless & fun destruction.
Your accumulated points are still tracked when you get auto-balanced to another team. After being auto-balanced, go synergize with some more strangers, get some more glory, and contribute to a closer scoring game. Do you care about your hotjoin win/loss ratio or something?
If you look at it objectively, it’s a positive thing for the game. It prevents 8v2’s of all kinds when a team starts losing. Fed up with that? Do some solo or team queue!
/thread
Another Extra Credits quote, noooooooooooooooooooo.
Edit: Nobody disagrees with you. But a full rework of thief, warrior, and condition applying skills is more than is reasonable to get done.
(edited by Chaith.8256)
Personally, I start with what role I’d like to play, then choosing utilities that I like and have good synergy – then I think about gear last.
Honestly, your choice of utilities are best suited to support. You have stability toss, healing turret, elixir gun healing – all very support-y choices. Rocket Turret can definitely be useful for a defensive/support builds because it’ll do the same damage, even if your stats are very defensive.
Option #1 – You can totally build support and keep your utilities & weapon the same.
I’d gear to maximize your support healing, while having decent rifle & elixir gun (acid bomb) damage.
I would recommend a mix of Celestial & Clerics gear. You can throw in some Soldier’s depending on what HP you feel comfortable at. Don’t go below 20k, as a guideline.
^ Traits and Gear (Suggestion only)
Option #2 – You can pretty much go all out damage. I don’t recommend this because your Rocket Turret won’t scale with any offensive stats. You could have good rifle damage and good acid bombs. Your damage won’t be as good as Grenade or Static Discharge builds, but if these utilities are you style, like you’re saying, then this is probably how to get the most damage out of it.
^Traits and gear. (Suggestion only)
So retaliation. Is this a problem?
Retaliation when you’re free-casting is a problem when you’re facing competent groups that know how to run a good melee train. The average day, no, retaliation isn’t gonna make you rethink your build.
But I will say one thing, if you are not being attacked by anything other than retaliation, having good sustain pretty much nullifies it.
The Ram utility itself needs some lovin’. If it had more damage and at the knockdown duration of Overcharged Shot at least, maybe people would give up that difficult-to-part-with utility slot. Right now, it feels like a one second CC.
why are rune of might duration? grenade looks like a lots of condition , would rune of nightmare be better than might duration?
Yeah, all engies have good condition application that use Grenades, Incendiary Powder, and Tool Kit. A rune option like full nightmare would be a setup I would like if I was building P/P and Rabid stats, so I can make the most out of those pure-condition rune bonuses by having the highest condition application.
By taking might stacking runes & sigils, I feel that’s the most effective way to increase hybrid damage like mine. Might gives you great power, and great condition damage – perfectly fitting for people who have both good crit rate & crit damage, and good condition application already. It completes the build perfectly, and is borderline OP when getting might from teammates, too.
hi Chaith one of my favorite builds is one very much like yours i need to ask did you try using elixir s after the patch? the tool belt stealth that is,i have tried to “exploit” it and in many cases it works out great in my bomb nads i even swap out elixir r (crazy i know) for s only to stealth bomb points safe stomps and res and it works amazingly well.
anyway back to the the build at hand i find the 5s stealth amazing to set up magnet burst i`ll advocate for ppl to give it try,it makes magnet 100 times more reliable.
I used to be all about the stealth magnets before they made Slick Shoes have a stunbreak. Still very strong.
Would you mind summarizing what the issues are with Modified Ammunition?
Hi, i just wanna say thanks for the build’s you are putting out, and helping others.
AND, last night i just had your stream in the background, for checking the builds n stuff.
All of a sudden, music turns on, and you were streaming! Hope you will start streaming again, made me so happy! Gw2 really need it’s fair share of dat sweet 5Gpeace
Wow, thanks! Will be streaming this weekend for sure.
Nahh. This would be right up the alley of non-profession specific heals, aka, racial heals, that aren’t allowed in PvP.
Double post
/15char
You mention you use this or a variation for WVW, can you throw up a link to the build with gear etc?
Much appreciated. I’ve played condition for a long time, looking for change.
In the description there’s a link to my WvW roaming build and customization suggestions!
Awesome stuff Chaithh. Any suggestions for those of us that don’t have Celestial yet?
Yeah, I would just mix in some Soldier’s gear instead. Not a lot, just enough to give you the reaction time needed vs. glassy thieves and mesmers.
Also, just added some basic footage of the build.
I’m confused..he didn’t kill you and died…and you’re basically saying they need to be balanced. You wouldn’t make a thread about this if you didn’t think so.
it took 3 ppl to kill him….
Well, to be fair, 2 people. Haha.
Nice guides. I personally can’t concentrate on playing the game well enough if I’m commentating. Good job. Overall, I think the playerbase in EU has a lot better knowledge about rotating then the scene on NA does, that’s probably the hardest part for a beginner.
tanks need to be nerfed in pvp
tanks ALWAYS make everyone else’s pvp experience less enjoyable.
I am not finding tanks that tanky right now, to be honest. I realize the NA Guardians typically aren’t running like, the maximum sustain humanly possible in favor of great support – but still, Guardians can squish under the right kind of pressure in teamfights.
Why don’t you give us more info, like your build, skills you saw on the thief, and a larger view of the damage log. Just showing us two numbera isn’t particularly helpful unless you made this thread to complain rather than to get an answer.
Just warrior in bunker build with lot of toughness. If thief can stab for 9k me, how it’s should damage to berserkers? Bers ele have like 12k hp, he should die instantly.
Man come hit me bunker warrior in sPvP for 9k and i give you 200g
Is this forrreal ? ;o i’ll take on that challenge if its serious
lol!
I think that would be tough to do much more than 9k, though. I remember your backstabs hitting me for like 10,500 when I was about 1500 toughness.
I’m confused..he didn’t kill you and died…and you’re basically saying they need to be balanced. You wouldn’t make a thread about this if you didn’t think so.
Mm .. no, my opinions on balance are not those. I don’t think Warrior stuns should be rebalanced. Warrior Sustain needs a rework for different counterplay but I’m generally happy with the balance of the game. There, you drew it out of me.
You may have picked up my bias, I do, in fact think that FOTM Longbow/Hammer playstyles deserve ongoing joke status though.
If I was making a serious post on the topic of dealing with Stuns, based on this video alone, my discussion would probably be balanced around some stunbreaks being too weak, ie: literally doing nothing vs. chain stuns, or perhaps stability uptime.
(edited by Chaith.8256)
Hi, sPvP forum,
I’m going to narrate the thoughts and actions of the modern day Warrior – armed only with his spiritual training, and his knowledge of the Facerolling Style (loading your bars up with good buttons, and pressing them all at once.)
Please open the following link:
http://www.twitch.tv/chaithh/c/3124762
Keep an open mind, and enjoy the art that is facerolling. (Pressing all the buttons at once).
Subtitles:
00:17 – I must prevent myself from possibly getting a condition applied to me. That’s the kitten I don’t like. Uses Berserker Stance. Immune to conditions.
00:18 – Stop knocking me down! Nobody makes me bleed my own blood. Uses Balanced Stance. Immunity to crowd control.
00:19 – I’ll use an un-telegraphed crowd control to set up, and overcome the weakness of my telegraphed stuns. Uses Fear Me!
00:20 – Now that you are stunned and can’t dodge, I’ll begin with Earthshaker stun.
00:21 – Oh, you used a Stunbreak? You think you can be not stunned against me? Haha. Staggering Blow, knock back.
00:22 – Now, to finish it! Backbreaker, Knock down.
00:23 – Just in-case! Pin Down, Immobilize
00:24 – Hah! Run, weakling. Get rolled! I don’t even need any more good buttons to kill you.
….
00:45 – Impossibru!
Disclaimer: this is only supposed to be an entertaining post, taking a swipe at the intended design of some builds in GW2. I’m not trying to advocate any kind of balance adjustment. I also apologize in advance for my use of language. I am a gamer.
Also, lol @ Wakkey & Taym commentary: Taym: “I think it’s Staff – it is staff, what is going on?” Wakkey: “We’re donesies. Oh my god it does so much damage. HE’S A TORNADO.” It was actually really good until we started dedicating people to pressure him. You can watch the full 2 match set here: http://www.twitch.tv/chaithh/c/3125309
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And might I add, healing signet is not used by all warriors. It works well with tanky warriors, but high burst damage builds still require a burst healing skill like adrenaline surge. The fact that so many warriors are using healing signet now reflects the fact that so many people are choosing to build tanky and sacrificing burst damage, which is again, not a new concept. Many other classes have swayed into this tanky, lower damage spectrum. EU has been doing this for a long time in the competitive scene.
There are next to no burst damage Warrior builds in pvp. They get pooped on, so hard. I might do a double take at a Warrior with a non-signet heal once every 50 games, since the update. There’s like, an average of 1.5 Warriors per team, so I think that’s pretty self explanatory.
Yep, just get a reflex to switch to toolkit and cast magnet. If you are fast enough, you will break the shield after 1.5-2 seconds with very little chance of him dodging it.
Thanks Chaith. Clearly a lot to learn. I like that.
NP. I did a writeup on Thieves too, but the forums ate it.
If you have trouble with Thieves with my build:
I think of it as another grenade barrage that you can chain up, sure you sacrifice a fair bit of utility (I use toolkit rocket turret grenades, so no stunbreak, but I run in a wvw organized group of 10-15, so I have near perma stability and lots of supporty friends)
And as the team nuke, the ability to lob another “grenade barrage” gives my team the damage needed to put multple people into the floor in that crucial second
Damage wise, the average crit of the rocket does around 8k-13k per man (on my build, zerker supreme) couple that with 8k-24k grenades barrage followed by a 5k-17k rifle jump, and you have a very potent combo, all at aoe point blank or max range too.
Of course, I’m not saying that it’s the end all solution, but it sure is a breath of fresh air from the other engy builds that I’m sure everyone is so used to. At the end of the day, don’t we all play engy for those fun quirky builds?
As long as people continue to settle, we won’t get anything fixed around here lol..
If you want to run a straight up suicidal build, Rocket Turret is a great choice to increase raw damage, in place of a stunbreak. Nobody is saying you should take Rocket Turret over grenades, like you seem to think.
The advantage of the FT used to be the stability and fast attack rate (to proc tons of on-crit effects)
Not to be too rude but I am pretty sure sigils didn’t work with kits back then.
As far as the stability goes I do not know. I think maybe reworking flame thrower as kit all together might be the way to go.
There were plenty of things that it used to apply on crit, in the stability days. Vuln, Bleed (sharpshooter), incendiary powder required a lot of crit for good uptime, etc.
Static Discharge Rifles are legit single target damage. I’m assuming you are more interested in PvP/WvW since this is a Teldo build. The drawbacks that keep me from using it:
Some things you could do to improve on your SD build that I notice:
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How do you deal with Thieves in sPVP? Just started to use this build today and the thieves were really taking it to me.
I am probably positioning wrong for the most part but I can’t seem to escape them. Mesmers were also a pain in my butt. I die very quickly.
Playing a glassy Engineer has a big learning curve, there’s no getting around that. Mesmers are going to be your natural enemy. Here’s why you should avoid straight Mesmer fights as much as possible, from a power Engineer PoV:
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My wants:
You mention you use this or a variation for WVW, can you throw up a link to the build with gear etc?
Much appreciated. I’ve played condition for a long time, looking for change.
In the description there’s a link to my WvW roaming build and customization suggestions!
Was he conditions? I’ll have to check that out if there’s a video. Do you have a link?
Necromancers are soft countered by warriors in group fights, but they don’t lose to them in one-on-one situations.
Unfortunately it was the first round, and it wasn’t Shoutcasted. Condition build, yep.
For everyone lamenting about Necromancers being helplessly crushed in 1v1’s against Warriors, I don’t have too much sympathy to be quite honest.
In the vVv Tournament – Kings of the Mist on Saturday, Karmy, the Necromancer for the Japanese team Strange World assaulted far point successfully against team Good Fight’s Hammer/Longbow warrior, beating him and temporarily full capping it.
Necros built for 1v1s are strong. Karmy ran Corrupt Boon, Plague Signet, Flesh Wurm, and Flesh Golem.
I chose the master race, Asura. My only other escape is Elixir X RNG for Rampage and it’s 3 skill…
For pure WvW roaming, I think rocket boots is definitely a better bet than Elixir X. Try taking that over the slick shoes – see how that feels.
Man, you guys are totally letting Sun Spirit fall under the radar.
Sun Spirit is responsible for like, 3 times the burning procs than Incendiary Powder and Dhuumfire combined.
Look at this video that Ostricheggs posted a bit over 2 weeks ago:
http://www.twitch.tv/ostricheggs/c/3023189
Basically, you see a Ranger who’s in a comatose state (full stunlock), and then you keel over and die after taking 7,645 in burning (among other things, which I’m not discussing now) just for the Sun Spirit A.I existing nearby and MORE A.I proccing it.
12k hp ele without stability or block, wonders why he dies to a ranger?
stability, focus the spirits, then the ranger and this ranger is dead. (maybe a condi remove after the spirits are dead) this build is counterable, but dont wonder why you can die without defense in seconds. btw the ranger was nearly dead too.
Completely missing the point.
Just like people missing the point of these traits being bad design versus “nerfing the traits hurts those classes DON’T NERF THEM”
Well said.
there is absolutely no reason to pick them up
25% reduced recharge for picking up a turret. Picking up Rifle: 15s cd. Picking up Net: 22s cd.
I’m half tempted to trait Acidic Elixirs and use Elixir H and throw it to remove stability before the fight as it would help w/ my pulls and the field is huge. We shall see…
Next level strats. Lol.
I’m a norn, so when I roam with this build, I just pop on Become the Leopard and that allows me to escape a zerg-dive.
Man, you guys are totally letting Sun Spirit fall under the radar.
Sun Spirit is responsible for like, 3 times the burning procs than Incendiary Powder and Dhuumfire combined.
Look at this video that Ostricheggs posted a bit over 2 weeks ago:
http://www.twitch.tv/ostricheggs/c/3023189
Basically, you see a Ranger who’s in a comatose state (full stunlock), and then you keel over and die after taking 7,645 in burning (among other things, which I’m not discussing now) just for the Sun Spirit A.I existing nearby and MORE A.I proccing it.
U can also give throw elixirs give a predator effect by traiting them.
Just tested it. With Acidic Elixirs, Cleaning 409, and Fast Acting Elixirs. Nope.
Whatever you do, don’t use it at max Range. Lol.
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It was no stealth change in the german patchnotes it is documented.
Ingenieur
Raketenturm: Dieser Turm verursacht nicht mehr Brennen. Der Schaden wurde um 80% erhöht.
Rakete (Raketenturm-Werkzeuggürtel-Fertigkeit): Die Funktionalität dieser Fähigkeit wurde geändert und ist jetzt auf den Boden gerichtet.
Flammenexplosion (Flammenturm-Überladener Schuss): Diese Fähigkeit hinterlässt beim Aufprall nun für 3 Sekunden ein Feuerfeld. Die Brennen-Dauer beträgt 4 Sekunden nach Aufprall, mit 1 zusätzlichen Sekunde für jede Sekunde, die Feinde im Feld bleiben.
Superior German engineering strikes again.
May I ask why you think we’ll have less?
Because bombs were slightly buffed, and HgH builds were buffed. These are more often used as a condition user, I’m guessing. Although you can swing either way to some degree of success.
Sensei Chaith?
The patch has completely missed, and has not changed any single thing that my build uses. So, no changes to the build – but comparatively, the other builds out there that used bombs, or Elixir S, or Elixir B are stronger.
If I was going to majorly alter my build, I would definitely consider running a 30/0/0/30/10 HgH standard power nade build, which is situationally better.
http://gw2skills.net/editor/?fcAQFAUlspiYnvSdF17IyoCdmoHPGlNZfewWtFEC-ToAg0CnI0RFkLIjOycs5ME5AB
I do feel that in a Teamfight type scenario, HgH power nades performs as well, and pulls ahead if you aren’t able to get good magnet Magnet pulls due to Anet hating magnet. The 1v1 as HgH power nades is not nearly as strong, which doesn’t appeal a super lot to me, because thats a big part of my role in my pvp team.
Reasons I don’t go HgH Rifle in light of new patch:
Some really great things that I feel I can’t live without sometimes:
Dealing with Warriors, I feel like not having even one of some of these defensive things is asking to get a lethal Hammer to the face. The Vigor/Speedy kits combo, the Protection Injection or Backpack Regenerator are among the best traits in the game, imo. Things you’re better off with HgH for:
They’re both pretty desirable builds .. I’m working on my combos with HgH. I might convert down the road if more people let me just rain nades on teamfights more often.
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