I run 30/10/0/20/10 with toolkit, bombs and nades. I think you just need a bit more practice w/the nades. Once you learn to lead people they are deadly.
Engineer grenades technically hit 5 players each, with 3 grenades per throw. So theoretically, one throw could hit up to 15 players if each grenade were to hit 5 separate enemies. That said, it also means, theoretically, an engineer could hit himself with 15 hits of retaliation in one throw. So I’m not sure if it’s a blessing or a curse.
The OP is 100% correct. From here on out, everyone should fight man to man. That means no more stealth for thieves. And what about all that armor warriors and guardians use? What man fights hiding behind a shield and platemail! And what about those pesky necros, rangers, mesmers, and engineers having their pets/clones/turrets do all the work for them??!! (OK maybe not engineers, that may have been a stretch since turrets are pretty horrible atm) Elementalists using elemental magic, flipping through attunements right and left? Childish! From now on everyone in wvw should not be allowed to run any armor and can only use rocks for weapons.
Same here, stuck at 3/5 atm.
Putting an icd on these runes will ruin the 6/6. Anytime anet puts an icd on anything it becomes single target which negates the whole point of the rune. Honestly they should drop the stacks and/or the duration of the stacks. Either do that or change the 6/6 to be something else. Also, they need to fix the rune so we actually get the duration bonus. In truth, the 6/6 should have been added to a mesmer trait, and the rune should have had bonus confusion damage in the 6/6 slot. Since this is a mesmer/engy rune, I fully expect the 6/6 to get put on some ridiculous timer and for the duration to remain bugged basically making this rune obsolete. It’s par for the course.
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Even better for casuals is when they finally login at 11 and get into an invasion instance only to be kicked out for an update. Thanks anet!
Why in the world didn’t they do this update 10 minutes ago, so the event could still spawn…..
Oh noes, you mean people have to stop their round the clock deadeye farms for a little while???!!
I noticed this last week when I counted that there were only 14 listed. Also noticed that I had 8 showing as done but 10/16 finished. With a little detective work, I found out the dailies count. I’m surprised it wasn’t more clear.
I’ve mostly played a 30/10/0/20/10 engy in all my times as an 80 as well. Only I played condition grenade engy w/nades, toolkit, and rocket boots. I’ve since swapped out my rocket boots for bomb kit. I really miss the rocket boots, but love the diversity of having all 3 kits. It gives me the ability to fight in melee and at long range as well as self buff via blast combos. If someone pushes out of melee range, I can swap to grenades while my toolkit pull is on cooldown. You may want to give 3 kitting a try. You will miss rocket boots alot though.
Nuka’s right. I bit the bullet and got these on my engy. Woah mama! Typical Confusion bomb now stacks even more confusion, and I can follow up an interupt to give even more. Even if they put an icd on the interupt, it wouldn’t effect my 1v1 confusion bomb rotation, but would screw up AoE interupts and would probably kill the rune for me. I imagine they will do this since they have a tendency to nerf anything that affects mesmers or engineers. So since both classes make the best use of this rune, it will get nerfed. I just hope they change it rather than put an icd. I cant’ stand all the “on crit” stuff in this game that ends up being single target only.
Still, I don’t understand why mesmers want to get this thing nerfed just b/c a warrior can use it to stack confusion. We should be fighting to keep this rune, and to bring our traits in line with it rather than nerfing more things that help us.
That doesn’t mention that it also ties up all the gauntlets because 2-3 thieves are waiting in line to run deadeye over and over.
Based on posting history, I really can’t tell if the OP is a troll bringing back topics that were discussed then subsequently nerfed months and months ago. Just in case he is serious, he’s a brief history. Mesmers used to have to sacrifice a ton in order to run a confusion condition build, and most of the abilities to spread confusion were on long cooldowns. That said, in zergs, the meta became glamour confusion mesmers, and if lucky epidemic necros spreading that confusion. Subsequently, this led to tons of whining from people who just couldn’t bother to stop attacking for 3s or bring a condition removal. So to stop all the whining anet caved and nerfed confusion (and to an extent, epidemic) into the ground, and basically killed the confusion mesmer. And yet, the OP wants this nerfed even more? This has to be a joke post.
Ironically, anet just added a rune that allows warriors to stack longer durations of confusion with interupts than the mesmer can stack w/core class traits. I really am laughing now.
Perplexity was obviously added specifically for mesmers. If you look at the recent patch notes for mesmers, it’s obvious that anet is trying to open up an “interupt” build for mesmers. After the big trait patch, I tested out an interupt build on my mesmer and it was very easy to stack a ton of might. This rune would allow you to stack might on yourself and stack confusion on your enemies. But as usual, it wasn’t thought through and now other classes are making builds around a rune. It’s kind of a tough fix tbh. If they add an icd, then they basically kill the rune. If they change it to do X% confusion damage, then it’s still useful for mesmers/engineers but it moves away from anet’s intent, which is to push more interupts into the game.
As for now, I’m holding out on either rune for my engineer. I would have probably taken tormenting if they had only made it a 10s icd. 20s is way too long and makes it worthless for medkit swapping. I typically swap my medkit every 10s for swiftness, vigor, might (via traits), and 50% endurance (via rune). The 20s icd wouldn’t fit right w/how I play atm. As for Perplexity, with all the interups my engineer has, this could be a very good rune, but if they add an icd, then it becomes worthless. I have a feeling this will be the case, so I’ll stick w/my adventure runes while anet sorts it out.
My very first class was a p/d thief. It was so fun back in the days when no one took condition removals. My biggest problem the condition thief was only being able to stack 1 condition. These days if I were to play that class I’d probably take a poison so I could at least stack 3 conditions. That would definitely hurt me as an engineer. I think one problem you may have is that engineers come in all shapes and sizes. We only have 3 weapons to choose from, so many of us will be p/s. Some may have multiple ways of removing conditions and that will really make the fight tough for you. Others, like me, barely have any condition removal, so I have to be very careful with p/d thieves, and I don’t even attempt to fight condi necros. Since I have both a thief and necro, I can tell very early on whether to flee or fight. There’s been alot of good advice in this thread, but the problem is you just never know what that engineer is going to do until the fight is started. You need to know early on what kits the guy is running. Even worse, I swap kits and traits on the fly so even if I’ve fought someone earlier, 10 mins later I may be running a different kit. I hate to say it but my best advice is to roll an engineer and just try to get into the mind of one of us. If you do that though, be prepared to never want to play your condi thief again, lol. Honestly, I only made my engineer because I wanted a p/p class. Ironically enough, I now run p/s and the condition spreading is far better than what a p/d thief can do. I really wanted to go back and try p/d after the latest patch added torment, but after crunching numbers I just couldn’t find a build that comes anywhere close to my p/x condi engineer.
I’m with you. I have a thief, mesmer, and necro. I really didn’t think I could have more fun on a class in this game then I have on my mesmer. Once I got my engy to 80 and all decked out, it is amazingly fun and is close to becoming my favorite class in the game.
What do you want for speed in combat? It can’t be a signet. When I slot signet on my necro, I still don’t have the mobility or the escape mechanisms that my Mesmer has w/o speed. Even if we had access to a signet, we have too many good slot skills to waste on speed. And my point above was that alot of classes have to do the same thing. Swapping kits on my engineer is tiresome too, way more tiresome than swapping out a focus now and then.
I’m with redcobra. I just double click focus hit 4, then double click the weapon I swapped out. I actually find it easier than swapping signets on my other classes. IE, even on my necro, I usually just swap in warhorn, hit 5, swap out. Everytime I equip a signet, I get jumped, then have to fight w/o the actual skillset I want. On my engy, I have to constantly swap kits every 5s. Or, I have to swap in a medkit, hit 5, then swap to healing turret. It’s not all roses for other classes. I still wouldn’t complain if they gave us a signet though. I’m just not sure I’d use it.
I thought about breaking out my condi p/d thief to try out the changes to shadow strike. It’s been so long since I played that build, I had to run the gear and traits through a builder to get an idea of what my damage would be like. Compared to my engineer it’s pretty ridiculous. Even optimizing my thief as much as possible doesn’t come close to what my engy can stack. And, my engy doesn’t come close to what my necro can do, but imo is much more fun to play. At this point, my condi thief will stay on the shelf, and when I do play thief, it won’t be condition.
LOL@these threads. I’m pretty sure there is no requirement to go to dulfy prior to logging into gw2. You choose to go there. If you did the content they would unlock naturally….smh
This should work like fractals and have a rank level gate. Once you reach a certain rank, the chest should have a much higher chance to produce ascended rings for level 80s with no more than 1 ring daily. I can run fractals for 10 days and be guaranteed 1 ring of my choice, plus 3-5 random rings. And, that’s if I only run one daily level 10 fractal. Yet, people who WVW have to play for 25 days to be guaranteed 1 ring, and based on this thread have less than 1% chance to get a ring on rank up. None of this would have mattered if anet would have just kept the stats as they were. It’s not like the extra stats mean anything in fractals.
^ Yes, I have 2 Altruism, Enhanced performance, and a sigil of battle. In combat, I get 9 stacks of might just toggling my healing kit. I get 6 out of combat. I chose to go with 2 Altruism and 4 rabid orbs but the same would work for rubies. When I go with juggernaught, it’s not uncommon for me to sit at 15+ stacks in combat. I usually have a tough time finding room for a FT in my build though.
I’ve tried every place in this thread and I’m still stuck at 166/167. Any other ideas?
Good post Xelnok. Since the patch I’ve been also running a hybrid stealth build. Only I run 20/20/30 instead of 10/30/30. I like to have GS mastery. Plus, the 20 in Dom gives me tons of stacks of vulnerabilty on a 3 shatter diversion, and if I happen to interupt, I get 5 stacks of might to boot. I tend to always open with that shatter, run through my other shatters, then pop out my phantasms. I run GS/sword and swap between focus, pistol, sword or even torch offhand depending on my mood. Also I run veil instead of arcane thievery. It’s a really fun build to play. I’ve even run it w/GS/Staff in some zerg situations. I typically run a mix of zerker/knight w/air runes and a sigils of generosity/perception/battle. With my knights staff (I have a zerker one too) I push 1700 toughness, and coupled w/the boons I get from veil makes me very tanky for a guy w/such high crit and power. It nice when I read about other mesmer’s that have tried this out. It’s a really fun playstyle too because I sort of play shatter, then while my shatters cooldown I play phantasm until my shatters are back up. All the while stealthing and building defense/might. Best of all, it’s really easy to try out without re-gearing from shattercat or phantasm builds.
What difference would a new map make. The largest server will queue that and blob around like they already do on the existing 4 maps.
prozon might be onto something. I could see using both in a 20/20/0/0/30 shatter build. Open with diversion shatter, which will now act as a mini mindwrack with a daze and stack vulnerability, then mind wrack. I might have to give this a shot in my shatter setup. The question is, can a diversion shatter cause more than one interupt on a single target?
I usually run variations of shattercat builds. I’m only running 20/20/30 because I wanted to try out Prismatic understanding. I usually switch back to shatter or phantasm if I feel like roaming.
I’ve been running a 20/20/30 with bountiful interupts. I never thought about using halting strikes. I’m gonna have to test this tonight.
Oddly enough, I’ve been running a similar 20/20/30 build for the past couple of weeks when I wvw w/my mesmer. Only, I’ve been running it with zerker/knights gear and using gs-sword/x. I also instead take phantasm traits, and the might on interupt trait. Last night I ran with GS/Staff to test out the chaos armor changes. I was very hard to kill even in zerg pushes, and I ran signet of inspiration to share all the boons (at one point I had 6+ boons and was maintaining 15+ might stacks). I’m interested in trying the condition version of this, but I don’t have all the gear I’d need and I’m in the process of finishing my engineer atm.
The fact remains that anet needs to decide if fears/dazes are stuns or not. If not, then stun breaks and stun durations (positive or negative) should not affect them. Something is wrong when sigils and runes become the balancing mechanism for certain types of skills.
I imagine this had something to do with the PU buff. With PU + Staff cooldown traits + boon duration gear, some mesmer somewhere probably was able to achieve 100% protection uptime (I’m not sure this was even possible). This was anet’s way of killing that theorycraft. Who cares if it nerfs the 99.99% of staff mesmers so long as the 0.01% can’t have perma protection.
Another bug I had last night was after using rocket boots to catch a thief, I was unable to move. This occurred at North supply camp as we were taking the camp. I used rocket boots to catch a fleeing thief just as he stealthed. I was unable to use any of my movement keys. I could still toss grenades, and swap kits but just couldn’t move. Once the cooldown for rocket boots ran out, I used them again and was able to move again. Very strange.
The uplevel stats in this game are very good. When I rolled my necro, I knew what I wanted my final build to be, and w/buildcraft I knew what my exact stats would be. I noticed along the way that if I had at level greens, my stats were nearly what my level 80 exotic stats were going to be. The further I got away from the level of my gear the worse the stats go, so I’d just buy all new greens every 5 levels. That worked great on my necro. I wouldn’t really want to do that on mesmer though simply because there’s so much utility in the later tiers of traits.
Seeing as how they’ve never addressed the issue that condition reduction food/runes have always been more powerful that their condition duration counterpart, I imagine what you say will be true Rennoko. Might be time to brush off that stealth bunker mesmer I’ve been testing out and eat some lemongrass.
I could see them swapping terror with withering precision. That would put terror in grand master position, and since withering precision is so stupid/useless now who cares if it’s a master trait. Do that and fix the sigil of paralyzation. Then you have a good start at fixing the problem. I just hope they fix the entire mechanic of what a stun actually is. How can you have a stun break work but not have sigil of paralyzation work? I mean it’s either a stun or it’s not.
In PvP it is strong, really strong… but we are the squishy ones… thief is squishy too but he has stealth, we have nothing.
b-b-but nemesis, we have death shroud! LOL!
It’s not any more viable for roaming than any pre-patch build, because you will still die if outnumbered.
The only change you get with Dhuum/Terror is that you won’t lose a straight up 1v1, ever! And that’s why it’s op, specifically in the sPvP scene because that’s all about small scale fights.
My reply was supposed to be tongue and cheek, but you bring up a good point. I could never survive a 1vX prepatch, and now I stand a slight chance at 1v2. There’s still the issue of in combat mobility, and both my thief and mesmer (even w/the nerfs) are still better roamers.
There’s finally a viable roaming build for necros. Anet’s response: Nerf it!
I was having trouble getting over the 75% threshold. I don’t have time to farm nightmare. The easiest and cheapest way for me to get there was to just buy 2 rare lyssa runes. They were like 8s total and gave me 77%. The superior ones were 3g each and would have only given me 3% more and only 10 precision more. I then slotted the last 4 pieces with rabid crests. I already had undead runes slotted, but the 4 rabid crests gave better stats than 4 undead runes. With this setup, I can hit 1900 condition dmg with bip. I want to wait and see what anet does to nerf this before I decide to farm nightmare runes. Also, since I went 30/30/10 instead of 30/20/10/10, I was able to make up the 100 condition dmg lost from the 5th runes bonus on undead.
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Ya, I should have clarified that. I meant no reason to go 30 for the trait. I still go 30 on my condition build for the terror, SA, and usually the enfeebling blood. I don’t go past 10 now in my power build, if I spec curses at all.
When I ran a 30/30/x power/hybrid necro, I would count on that weakness to be up all the time for the 2% dmg increase I would get from 25 in curses. I agree that now there’s no reason to go 30.
I roamed with a 30/30/10 build condi build last night. It’s a ton of fun. I took the increase spectral wall as my 30 in curses, but I may have to try 30/20/10/10. I had one dumb thief run into the wall 3 times on one cast. I’m not sure how that’s even possible, lol. I was going to mention Koi cakes. I agree with you, it’s soooo annoying keeping the crystal sync’d w/the 20min koi cakes, but they’re so cheap!
Out of curiosity, I tested this last night. I hit a mob with dagger until I crit and applied 1 stack of weakness. Then, I switched targets and attacked a second mob. Even with multiple crits, weakness was not applied until 20s. So it’s official, this is the crappiest 30pt we have now. I have to wait 20s to put 1 stack of weakness on 1 person. Meh, I think I’ll just blast finish chillblains for area weakness every 20s instead…for free….
Who on earth comes up with this stuff? The old version would have been op with the new weakness, but they could have kept the 25% on crit w/no icd (or even kitten icd) and just made it a 1 or 2s debuff. I already thought 10s icd on crit items/traits were stupid, but 20s icd on 1 crit really takes the cake. What’s the point of an “on crit” item if it’s rarely allowed to go off.
So the Withering Precision 20 second ICD is on me not my target? That means if I crit on 1 person in a zerg, I have to wait 20s to proc weakness via crit on anyone else? I haven’t touched the trait since the patch dropped, but I figured the ICD was on my target not on myself. If so, that makes this one of the kittenest 30pt traits in the game.
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I get what the OP is saying. I’ve always run power on my necro. This patch made everything I do on my power necro even more powerful, but I’m still plagued with the same issues I had before with in combat mobility. That said, I can remedy that if I would just take the stability instead of that 50% crit in ds! I’ve played both condi and power post patch and I feel like condi is a better overall spec, but I just love the playstyle on my powermancer much better.
You may want to look into prismatic understanding with the recent buff. If you open with 2-3 veils on the initial push you’re going to stack a ton defensive buffs otw in. I ran that in zerg this weekend and it’s pretty awesome for survival.
My search never works either. Even if I put in a word that is actually on the front page it won’t give me any results.
I ran your first spec this weekend, only with sword/f. I bought a torch, but didnt’ have alot of time to try it out because I was in a guild zerg. I actually like it alot. It really worked well in zerg pushes because we always open with multiple veils so I always had defensive boons up. I usually run zerker/knights gear and it worked great with this. I was able to keep high offensive stats and still have very high toughness. I’m going to pick up a scepter soon to give it a shot.
I was able to roam for a small amount of time with sword/torch. I ran veil, decoy, mirror images, and mass invis. It was almost like playing a thief. I really like that i can pop veil, run over it, wait for stealth to wear off, then run over it again to stack all the defensive buffs. I played it kind of like a phantasm/shatter hybrid. I opened w/my normal phantasms, then used shatters and stealth along with gs from range. It’s really fun. The best part was I never got killed by a zerg b/c I could always stealth and get away.