Stop doing AC.
I can tell you, I use lfg for all my dungeoning as of late, im an engie/necro/ranger player. and I did 6 or 7 paths today in decent time in lfg. Even some in non stacking situations.
I dont even bother doing AC, cause I look at lfg, “HEAVIES ONLY, or ELE”
“farming fast, ascended zerker only, ping!”
I only see these groups on AC. Cause AC gives you more bonus gold for some stupid reason. So it attracts the masses/stupidity.
I stealth skip as an engie(not as good as a theif) as well, there is PLENTY you can bring as an engie, vuln stacking, finishers/fields, stealth and even respectable dps all in the same build, WOW what a wild world.
buff up?? life blast+might+vuln with death perception is a standard dps build, if you were assed to play necro instead of saying bullkitten in the forums maybe you’d know
isnt sustained dps and isnt burst dps. then what is it ?
lol…
It’s bad DPS. That’s exactly the point. He’kittenting really crap numbers even with all the personal stacking he’s doing on himself. Keep in mind that Life Blast fires REALLY slow and it’s not even 100% uptime. If he wanted to be doing actual DPS comparable to a warrior he needs to be running dagger and using multiple minions and wells. I see neither in this build.
And yes, I know minions suck. That’s also kind of the point.
ive never seen a necro run more then flesh, does anyone do this, would this kitten los stacking? cause I wanna run my zoo of animals in dungeons, but I dont wanna kitten up stacks for everyone. So if I can run minions without kittening up corner abuse, id love to.
Lol?Cleansing ire is no power sacrificed for it.
Healing spring might not be the best in a mobile pvp fight, but in pve/point holding, it takes 1 condtion a pulse, this thing is kittenED good at healing you AND removing conditions from you, and everyone else.
Engi is once again in a position where, wanna do big deeps? you bring bombs/nades, generally lack defenses though. Wanna stack might? lose out on dps utilities/blow cds to blast for it. We can cleanse conditons but lose so much for it. but I think this is a good balance.
As for Elixer C, I used to run it, but in most cases what makes it bad is that it removes a ton of conditions at once, but has no other application. Elixer C problem is its SO good at removing condtions. Even if it had a stunbreak, EG removes Conditions, and can cleanse others with 3. and heals, and is a stunbreak, and cripples, and weakness spam, and bleeds, and has a blast/escape in acid bomb. it really is just plain better then Elixer C in all regards other then BURST condition placement where they place 6 of them on you are once, you can pop C to be free of them INSTANTLY, but most condition builds add them over time, slowly chipping you. sooooo its useless.
(edited by Dice Dragon.4326)
EG/FT is OK, dont jugg, or people will be MAD.
BUT! both have some sick nasty swap goodies.
http://gw2skills.net/editor/?fdAQFAUlUUpWrtbxmKseNSdBNqoA6AMhuK6EGjQD-TRBFwACuAAo2fU/xqyvM6AA8AAAA-e
Basic idea is to constantly swap between Rifle/EG/FT, to FT 2, EG 2/4, and Rifle 3/5.
0/6/0/6/2 gives you perma swiftness/vigor. And have a massive 10 second fire field, once you get used to it, you should be able to lay it long way across a body of mobs when stacking.
First it was 1/6/0/5/2, cause you dont really need anything past 4 in alchemy, but 5 is extra damage since you WILL have boons on you, regardless. and the extra 1 in explosives was more power and Free damage on rolls.
Celestial acc is prefrence, if you wanna run zerks, go for it. Flame legion runes mega cheap alternative to strength runes(last I checked anyways.) since this build does not try and stack might outside of blasting your fire field.
I included rifle turret mearly for the blast. And the toolbelt is added dps for free after you blast it, or if you take the 6 in alchemy leaving it up gives you 70%~ fury upkeep, which is alright. It can help. And stacks vuln, its a decent turret utility wise. I was gonna run land mine, but the knock back can be annoying to party mates, so I went with rifle turret. Sigils on weapon, Prefrence. I like the added AoE/dps from damage crit sigils. Battle might be cool?
if you dont wanna run any turrets outside of healing, id take the 1/6/0/5/2 build and put in mine.
This build offers alot, and should be pretty fun if you are used to camping bomb/Nades. And it can blast for might/heals/do general EG kitten.
woot? how is the ~ 11k hp guardian not a challenge in fractals while warrior is ?
neither is because heavy classes are for babies. Even tho they have the nicest looking armor…
on topic tho, Stacking isnt a problem, the problem is LoS abuse, which is a valid thing too I guess, but it makes alot of encounters silly. Its similar to “pulling” in other games, soooo its not that big of a deal, just gotta get used to it, like how you deal with trinity in others. instead of trinity you got stacking man.
Rangers have a trait to make their spirits mobile, why can’t we have a trait to put our turrets on wheels?
Because we have other traits that let us abuse certain aspects of turrets, like someone has said before, how would it work with throw turret trait? that skills entire function is on the idea that turrets stay put.
tbh id take “Throw spirits” over “follow me” spirits in alot of cases, I could just toss my frost spirit up a cliff or behind some cover to protect it. You can do this with turrets quite well, ESPECIALLY ones that dont need line of sight to work, Thumper/Healing.
Healing turret works behind walls, up cliffs, etc. its amazing.
No moving turrets.
Yes to mathematical changes to turrets, small bump in traits increases in pve, and give them 50% more hp in pve. necro minions have +70% hp I believe in pve areas, so why the heck not turrets?and I think that the main problem with turrets, is the fact that they are so bad when untraited, the traits they have are really strong in theory, but when they are so weak to begin with…. When you are specced down both defensive lines, you get aoe boon turrets that have +15% damage and +50% range, that heal over time, have essentially perma protection, and they are STILL poor choices to do damage with. you trade all your utility slots, for subpar dps, and the boons in a solo setting dont even help you. Since unlike other summons, turrets are not creatures but actually structures. They cant be crit, cant crit, cant be statused, but in turn, you cant give them might to buff them.
EDIT: And sadly, experimental turrets is weak, cause there is much better boon givers out there, perma 3 might/fury? A ele can give you 15 might, 50 seconds of fury, AND do dps without it being attached to fragile summons…
As weak as guardian spirit weapons are, you can still staff 4 to give them might.
Buff turrets base damage, and you would be surprised how much they might make a come back.(this is in pve of course.) and all of these changes are all math based, and dont change functions. They simply make them more robust in pve, which is where they need it.
so don’t allow it to crit / scale in spvp
only allow it to move in PVE also. and use stationary for spvp
problem solved instantly
its time mmos split up pve and pvp properly and not merge it in a semi crap way
For some reason despite GW1 doing waht you just said its time for, GW2 and ANET dont wanna do that. Soooo we are kittened until they change this mindset.
the problem is they remain HARdCORE on the “Same balance” philosophy. Sooo if we let turrets crit/scale even more pvp tears will come, and moving, same, more pvp tears, if we ever make them viable in pve, the pvp tears will be so big that it will get reverted right away.
If people are being downed by bombs, they should maybe move away from the bomb.
that feel when I never face people who walk into bombs…
what id run. Theme is the same, give boons with turrets, and provide general help. the problem is well… most groups dont want PURE support, and in pve(which is what mode you had tagged) Conditions are subpar, Elixer gun however is a really good kit that can go hybrid really well, 4 is a huge power skill as is 2, So I swapped your set to rampagers with Celestial acc, You keep conditions as a part of your build, but you do power damage too.
Thumper gives protection, but unless you place it when you NEED protection, its uptime is low, so its not really “on demand” and it has a long cd for using it in that manner, And while reflective turrets is a decent trait, I perfer elixer U for projectile block. And imo, using reflective you wanna lay down turrets and pick them back up, which does not synergize with the large buff upkeep givin with Experimental. Leave the reflects to a guard, or respec if you really need them.(or just slot elixer U.)
like I said, thumper CD is to long, protection to short. Fury on the other hand is a very useful boon, one of the best imo. And if you need blasts, rifle is up faster to blast with, AND provides several stacks of vuln whenyou overcharge it. Pistol offhand provides you burning, and an immoble/cripple, but you lose out on shield, which gives you a reflect, a block, a stun/daze and a blast finisher. Which is, imo too good to pass up. this build houses 5 blast finishers(not counting supply crate.) a fire field, a water field, a light field. So it can give up to 18 stacks of might if you are fast for 22 seconds to the whole team.
Basicly, long story short, power builds are whats cool, so you need some aspect of that in your build, and long cd turrets while strong, are generally yucky.
oh yeah, Water runes are better imo, synergizes well with water turret, and gives longer boon duration stats. Which means more fury/might up times. Sigils I didnt really know waht would work, so since you will be swapping for speedy kits anyways, might as well gain aoe bleeding and heals on swap. :>
(edited by Dice Dragon.4326)
if your idea is to just knockback/shield, id add thumper. Because its overcharge is a knock back, so while it is longer CD by 20 seconds over net, it will land, you overcharge it, and it will blow out, then you can detonate it again to blow it out again.
PvE is what my list is based off.
Strong to weak,
1.Warrior
2.Guadian
3.Ele
These top three offer lots of damage at cost of no utility loss really. A conjure ele brings damage, gimmick breaking need to break a thing like burrows/tree bosses? lol icebow. FGS/lightning hammer not even counting FGS corner abuse, both have really high dps.
Heavy classes cleanse/buff/ignore damage/do damage just plain to well.
4.Engineer
5.Theif
6.Ranger
These classes offer a unique strength that helps them go into parties. Engi has hi vuln stacking and is also generally “I can fill any role” I main one, and stealth skip for my group, and vuln spam, and might stack, and dps all in the same build.
Theif trash skip with less set up then engi for longer durations. This combined with good dps/perma blinds on trash make them fill a needed niche for clearing quickly and efficiently.
Ranger has spotter/Frost spirit, free crit chance and a unique total damage mod. I think they are good personally, bad ones sour people though.
7.Necro
8.Mesmer
These two are in unforunate positions due to content lacking what they bring. An enemy with like 3x the normal armor would make condition necro shine since well they ignore armor! Boon based enemies will hate both necro and mesmer. Necro lacks useful utility that does something unique/well. Their dps is REALLY good though, and that alone makes them useable.
Mesmer is a poor soul right now, they kinda have these abilities that let them do stuff but nothing that is godly. They got reflects, but its less reliable then guardians. they have the boon/condition curing field, cd too long, clashes with guard again. Quickness nerf was unforunate, but it DOES work well still imo.
if the game shifts, these two I can see making HUGE comebacks.
As for another list, most fun to play
1.Engi
2.Ranger
3.Necro
4.ele
5.Thief
6.Mesmer
Heavies.
I dislike teh heavies, they are toooooo straight forward for me. My ranger I left alone for so long, but I recently picked up again and am having so much fun, its a fun change from engi, its simple but is complex in its own right. The skullfear build is actually so strong in pve its kinda silly. I love it.
Engi my fave though, because of all the kits and the subtle hard work that goes into being sucessful is rewarding for me.
Necro is just fun as kitten cause BRUTE FORCE EVERYTHING but its thematic is wonderful.
all the others are varying degrees of boring for me.
I find it hard to believe that turret engineers, who are far from the best build at fighting mobs in PvE, are a struggle for players in a PvP mode.
Balance in PvP is so vastly different from balance in PvE. As long as Anet refuses to seperate PvP and PvE in that regard (like they did in gw1) there will never be balance.
Builds that are underpowered in PvE can be overpowered in PvP, and vice versa.
And as such the turrets will prolly be nerfed to levels of unplayablity in pve while still being complained about cause “AI” rip turrets 2014, your time in the sun was short.
ive cleared most of the dungeons both ways, not stacking is generally hard anyways, we melee ball without intending to most of the time. So blasting fire fields/sharing boons is easy enough. LoS abuse on the other hand… sometimes its really really silly…
Tree of shame? big offender, it breaks the mobs AI.
path 2 of CM, I dont know how our party leader did it, but he broke the AI in the barrel run to be locked into a corner…. it was pretty gross abuse of AI honestly.
Stacking in a fight/skipping trash is alright. But some of the LoS gimmicks are really really silly…
I like to clear the dungeon without LoS gimmicks first personally, then after that ill just do whatever the party lead wants to do.
Spotter is 7% crit chance I believe, so theres that, so with fury thats +27%. ontop of whatever your gear gives you, that being said, there is alot to take in here. First is you cant crit world bosses/Structures, this is a pretty big deal.
http://gw2skills.net/editor/?fdAQFAEGBAAGFQjPDA-TRxEwAB3fgoyPT6Aqp+DAzPAA-e
this gear set up reaches 99% crit chance with spotter/fury and well over 100% with warrior banner. imo, thats a waste of potential because you are losing power when you are getting way to much crit chance.
http://gw2skills.net/editor/?fdAQFAEGBAAGFQjPDA-TRxEwAB3f4myvaq/oRHAAzPAA-e
this set up gives you EXACTLY 100% crit rate at all times with banner/fury/spotter.
with banner, you are doing 219% critical damage. so lets use bomb 1 as the baseline here. it does 902 in this build, (im talking untraited here.) you get +7% damage for having a pet. or 2113 crits no might stacks, no traits, no nothing for the baseline dps for this build. if we account for 25 might stacks, it is 3025 per hit no traits again.
lets compare it full zerker strength runes.(meta)
http://gw2skills.net/editor/?fdAQFAUE9ZNCAAMKgGfGA-TRRDgA9K/eV/hd/BQdAAmfAA-e
build has with fury and banner/spotter 81% crit chance at 212% crit damage, assuming they crit at 81% of the time all the time(n oreal way to test this other then to assume vaccum scenerios) its equal to an overall damage increase of 171%
1431 on base hit 25 might stacks, or an average of 2447 if it crits 81% of the time, and 7% damage from strength runes, 2618 average bomb damage.
id didnt account for minor in firearms which is 10% crit chance at sub50% enemy health, and from here you can mod all the number % wise for vuln etc. it might be wrong due to how certain damage mods stack etc. but it seems atleast at exoctic level a mix of Assassin and zerkers is the best.
However, at Ascended, if you use crit chance sigil for +7% crit chance, and you have banner + spotter + fury, you obtain 94% crit chance. which is pretty much enough, and going ascended assassins is pointless since you can already with the buffs go welllllll over 100% making it pointless to stack more of it.
Thats my general logic on the matter, take it with a grain of salt, I run full zerkers cause I do alot of TA, and the bosses there at the end dont get crit. :>
ive run SD in dungeons/open world/wvw and it is relatively good in all of them. While SD is seen as more a “Burst” build, it actually has lot of dps purely because your CDs for those skills are so kitten low.
I normally dont run rocket boots. since I run toolkit generally just for the throw wrench, but it will work without it. Rocket boots lets you get around fast anyways, +burn is another condition for modified. i also took flame legion runes to synergize with it, saves muh golds.
ive used this in orr runs, and it works, you can kill anything barring champs solo cause of your sheer amounts of rotational burst.
Surprise shot->launch PBR->jumpshot->blunderbuss->Static shock->rocketkick->overcharge(or rocket boots away if you feel like it.) this combo will destroy everything.
And none of the abilities in here have over 25 seconds recharge.
Edit: I dont find rifle auto to be that bad. dunno why it gets so much hate, bomb auto is stupid to compare it to cause bomb auto is melee for one, and is also the only part of the kit with damage.
(edited by Dice Dragon.4326)
ok, remove conditions, they deal damage once put on, baring cleanse they are free damage you dont have to push buttons outside of the intial press to get. Remove auto attacks, dont promote skill, just auto attack.
Death shroud 1? it needs to be aimed, no more targeting, to low skill.
The anti AI movement is the most crybaby tear filled bullcrap ive seen anywhere. as you pointed out, in high levels of play the AI restricts you more then aids you, if you lose to AI, its a l2p issue, and if you need it to win, its also a l2p issue, soooo either way this is a “Get gud” issue.
This is the best a staff camper can do. Take 2 out of honor for master of consecrations when needed. You can see why it’s not good below.
5/5/0/4/0-GS-Hammer – 11029
6/6/0/0/2-GS-Scepter – 10871
4/6/2/0/2-GS-Sword – 10797
4/5/0/0/5-GS-Sword – 10515
3/5/0/4/2-GS-Hammer – 10146
5/5/2/0/2-GS Camping – 9417
3/5/0/4/2-Hammer Camping– 9338
4/6/2/0/2-Sword/Focus Camping – 7530
3/5/0/6/0-Staff Camping – 7391
Thanks, dps isnt waht im shootin for, so dont worry. Im here to be gandolf tbh. I just want something fun to play, GS guard boressss me.
I’m quite pleased with the way bombs and mines are working at the moment. The fact that there’s a slight delay on the bomb explosions makes it bar none, the best kiting skill in the game against melee mobs. Literally just walk forward while spamming one, you take no damage, and the mobs take tons of damage. This works great against Thieves, Warriors and Guardians as well. As for the range mobs, well, if you can find a nice corner to kite around then even range mobs can be solo’d easily.
Bunker Down trait is STRONG, it absolutely does not need any buffs at the moment. I’ve been using it to much success in PvE and PvP. Just watch the numbers roll in in the combat logs.
All of my posts deal with PVE only, and the delay on bombs is unacceptable in PVE against mobs when bombs are supposed to be the answer for Engineers since we lack greatsword access. Sure it’s different and it might work in PVP well but certainly not in PVP.
These are not buffs
Reducing their pause before exploding and improving the trigger range of ALL explosives is hardly buffing them, it’s restoring them to the qualities of equality because they already had these things 2 years ago. When we’re underwater we don’t deal with these same issues, there’s absolutely no reason why they can’t improve qualities of these kits and traits to coincide with what we already experience underwater, and what other classes enjoy by default in every class but ours.
Are the only player communities left in this game the PVPers/RPers?
if you removed delayed bombs id prolly never use bomb kit again, Cause he is right, I can solo dungeon bosses that are melee just by running in circles with delayed explosions, its like playing bomberman. It works really well, and even when not using said method, standing still their dps is on par with NADES. whcih are huge deeps. And yeah bunker down takes time to get used to, but works wonders in the kite game in pve. run circles around melee mobs with 6/6/0/0/2 so you have swiftness too? the mines have vuln, huge damage, and low kitten icd for what it does, the proximity to actually set them off needs a boost in pve I think 60→90 would do it justice I think, and thats prolly a bit to generous too. At first I didnt like bunker down cause I for some reason wasnt going 6/6/x/x/x which really makes the combo god like.
So yeah, engies could prolly use buffs, but bombs/bunker down are not the places to look. id say some of the elixers need some serious pve loves, and turrets while great in some niche situations need a push to have a bit more use out side of them. 33% reduction on cd when picked up would go a long way.
Also morter buffs for the love of everything holy, give us morter buffs. I need this in my life to seige with pleaseeee.
not gonna lie, this is a small and easy fix that would go a long way to pleasing players. I love jump puzzles too. gj finishing them all, wvw ones 2 scary.
Actually it does, my build runs 1k healing power, which turns my bombs into 320~ heals a second instead of 150. tahts 320 healing a second for my whole team. it makes super elixer heal for nearly 50% more total healing. at 1k healing power you get close to doubling the effectiveness of regen. So healing turret(not bombing it) is applying ANOTHER 250 health a second to my team.
As someone said, the longer a fight goes on, the better healing is. think of it as EHP, if everything you do heals you for 320, then aslong as you are not full hp, its more hp. In this regard, if you are getting hit, healing is better then vitality. if you could have 320 hp/sec or 3k more hp, id take the regen. Cause in a fight that lasts longer then 10 seconds with you taking constant damage, the healing is providing much more bang for your buck.
The problem is, I think engie is the best healer in the game personally. Eles imo cd are tooooo long to heal well, same with guard. this is prolly why healing power seems weak, cause imo outside of engie, it wont do you much good.
As for needing heals or not, thats a whole other can of worms.
Turret engi is the most passive build next to spirit ranger. Anything that can be played by a zombie should be nerfed in my opinion.
if a zombie can play it, why cant you who is so clearly obviously better then a zombie not over come AI? I see pvp players “omg pve is soooo easy, AI is dumb!”
then they complain when AI does the “work” in a build. like what? The AI/passive arguement is really poor, cause its a valid play style, just like stall in pokemon, or defensive strats in RTS, or anything else for that matter. just cause its boring does not mean its not allowed. I personally enjoy hiding in my turret ball.
Tbh, since Anet does not wanna seperate the game modes, I pray to god this stupid fad goes away so I can not have turrets nerfed EVERYWHERE else cause some noob walks into turrets.
all the classes have a form of melee dps, and all are good in their own regards.
I use healing power armor in dungeons sometimes. get turbo mad. You can clear as fast as you want, ill face tank my way to victory, skill is for scrubs. Being tanky and having healing power allows me to clear whether I make a mistake or not!
Move Deadly Mixture to Firearms. Makes no sense why we need to put 4 points into the survivability tree to make its damage better.
That’s a huge reason why the FT always lags behind.
Its in the alchemy tree due to its name, and name alone. “Deadly mixture” fits with “alchemy”
bad logic cause bunker down is in fire arms, when it is clearly an explosives trait. it is there cause it triggers off of crit, and despite having nothing to do with fire arms at all, and more to do with explosions, it is in firearms cause it synergizes with crits. Alchemy tree as a whole does boons/health/elixerabuse/condition cleanse, EG fits into this theme, but flamethrower does not, now if the trait buffed EGs ability to do said things, sure keep it in alchemy, but it increases damage, something not common to alchemy outside of the might boon. You know… change jugg and deadly mixture positions. put jug in alchemy, “Alchemical juggernaut” does the same thing it does now, but it syngizes better with alchemy, it gives boons and survival. And put deadly mixture in fire arms, and rename it “outlandish arms expert” cause lets face it, EG/FT are basicly compared to the other weapons specced in Firearms, outlandish and bizzare.
Hell have the new Alchemical juggernaut do somethign for camping in EG, have it give you a back pack regenerator effect but make it like guards viture where its a slightly bigger heal then regen, but its on a 3 second tick, and have it cleanse conditions from you every 10 seconds, 1 every 10. Boom, now camping EG makes you tanky and annoying to deal with, it will have its uses in pve and pvp honestly.
(edited by Dice Dragon.4326)
I want to play a staff guardian, like, just sit in staff, but make it as effective as possible, even if that is not as effective as a good build, just cause I like the design of staff.
Anyone got builds that make staff the best it can be?
Yes but for people not interested in stacking or who have not done the stacking, healing power is pretty dang useful. I am not a guardian, but I often run full clerics EiB, and I swapped out to full zerkers with my group, and we kept wiping, note, we dont stack as we have not taken the time to watch youtube videos, we will be in the future, I just generally try and learn the content the “intended” way first. And healing power is really useful when your team isnt the best. As much as you can say “dont get hit by X, and dont stand in red circles” someone will, and it helps to have healing power for those moments.
As for “you wont be able to face tank” you can if you have enough healing, dunno about guard, but EiB build can face tank alot of content… Either way op, you have a zerkered out character, why not just use clerics because you want to? I agree with the point of not going FULL healing power. and I mean more so in traits then gear. I used to stack all the heals over time I could in my build, but it was costing me so much damage. I didnt need all the heals, so I ended up getting more power and vuln stacks and it really helped my own dps and my parties.
long story short, play what is rewarding for you, not for your teammates cause lets be honest, they are gonna kitten on you whether you run meta or not. Feels good when your friends are like “run EiB pls, I dont wanna die :’c” :>
Maybe condition removal is supposes to be a weakness. Not every class should be good at all the things.
id agree if engie wasnt plagued with “jack of all trades” dont think its a bad thing tbh, its why I play engie, but, its really frustrating to run into a necro and go “I have to run right now” when roaming, cause if you run elixers, and have 4 of them, you can remove 4 conditions at the cost of all your CDs, and “Cancel” one incoming every 15 seconds, but once your cds are up you are kinda screwed, its a bit odd, we have good burst condition removal, we can remove all our conditions really fast with Elixer C, and cleaning formula, but we have no slow long term removal that lets us tank them out. which means we will eventually just succumb to them.
That being said, if EG fumigate had an ability that canceled the channeled cone into a “burst of mist” that removed 2 conditions from engie, it would go a long way to clearing up conditions on us. Cause fumigate has a low, but manageable cd, hell id be fine with it being 1 removed, just let us remove more then just with super elixer on impact…
if you are running a bomb build, Rocket turret is surprisingly strong. it gives you alot of aoe damage despite what i originally thought, and it is effected by vuln on explosions, its toolbelt is really strong too in pve. if you run bombs+rocket turret, packing the mine is pretty useful for more vuln/blast finishers/boon strip.
All of the turrets honestly are really decent in pve if you place them in a smart place and dont let them die instantly. really depends on what else your build does.
SE cleans condis (appart from projectile finishers from the lightfield)? oO
did I miss something?jftr, the condi cleaning trait for elixirs does not proc with EG skills, even tho they are indicated as elixirs. it’s a bug on either the tooltipp side or the traits’ mechanics.
SE removes 1 condition upon landing. The “Intial” heal hit is basicly what removes it, its not stated in the tooltip.
As for the second part, it would be REALLY op if they worked as elixers tbh. the toolbet skill and 4/5 would work with the cleaning formula, the cd reduction(on top of fireforged?) and give might with hgh prolly similar to how thrown elixers do, meaning it would be run HgH/Eg/rest of bar elixers and give give EVERYONE kittenloads of might rofl.
Thief evolved from assassin, that is their design, they didnt wanna take the old assassin clearly.
Ritualist/monks/dervishes all of them had their magics wrapped into guardian, Meditations were a dervish thing, well guardians have them now. Healing breeze? Guardian. Spirit weapons, splinter/barrage rangers are no more, we have guardian spirit hammer.
That being said, I want a new proffession that is UNIQUE to guildwars 2. Not a rehash of their old classes. I can play guildwars 1 if I want that.
As for Scythe, it does need to make a come back, for necro though : ^)
Elixer U is notable for me for its projectile stop. I love it alot, and actually drinking it has it purposes sometimes too as a stun break in pve(knocks downs are dumb.) or general dps increase. im suprised more bars dont have it.
I would rather have bomb kit for party support though. if i was gonna have 1 kit, id drop nades in a heart beat for bombs.
With your build as is, bombs give you access to smoke fields,(skip content.) and might stacking. Nades just provide damage really.
thats a thing for people who prefer medkit…
Then again, only having one viable healing option as a class is a bit dull.
that’s why I’d like new ways of self condi cleaning as well (fumigate already does a great job for other teammates)
give fumigate a chain skill sorta like the blocking skills on other classes that is “Stop blocking and gain adrenaline” give them a “Stop fumigate to release the excess fluid and cure 2 conditions on yourself with a cleansing mist” So you can double tap it to do a sorta healing mist animation(but green cause kitten yeah thematics) it would trade off party support for a less effective self cleanse, this would allow engie to remove with EG, either 6 condtions from teammates(fumigate/SE) or 3 for themselves.
“Smiters boon removed from PvP, no changes in PvE”
This was a perfectly viable system in gw1, I dunno why they changed it.
“Im a pve player! why dont necros have a niche in dungeons? :C”
“They are good in X niche in pvp! go play that if you wanna be good!”
Like stealth has uses outside of pvp and its uses between the two game modes are diffrent and both vastly useful. Good mechanic.
I think necro is the only one that is suffering the most, and that is their ideology regarding the “Attrition” concept is one that hardly works in team settings. You want to be able to clean stuff up fast, in solo content, necros do fine with this model cause you can kite and cheese mobs/champs all you want with your time if you are solo. if you are with 4 other people, you are expected to provide something. “Well, over 30 seconds I do more damage then the warrior!” but if the warrior can do it in 10 seconds then fall off, most people want the warriors burst.
Warrior gets the opposite I believe, in pvp they have huge tells making them balanced. But in pve where enemies ignore said tells and just take your huge kitten hits, you cancarry the pubs with your sheer brute force that is easily avoided in pve, making warriors just plain op in pve.
Id like to see them return to seperating them… but you know, ANET is a butt since they made GW2.
problem mainly comes from I see this as less “I want to use a second weapon” aka rifle to pistol swap, more a “GIVE ME SWAP SIGILS FOR FREE!” you have access to swap sigils with out being stuck in that skill set, you can get access to the three crit sigil without having to be stuck in the set you swapped to for 10 seconds, you can hit mekittenit, got back to rifle in 1 second and abuse 3 huge crits on rifle if you so pleased. what other class can do this? if you start in fire, you cant go back to fire to abuse the crit on ele for example, you would have to start out in another attumenet. “I dont wanna use kits!” well I dont wannause swap sigils so dont break the game just for your own wants and needs. We have the means to use swap sigils, just cause you dont wanna take the time to take the steps to do it, and make the sacrifices is your problem.
First build: Elite supplies? Protection injection? Experimental turrets? Going deep into alchemy for 3 stacks of might is just lol. So is traiting for an elite that’s bad anyway. You might assume that the synergy is great because 6 might and some fury when you drop the crate. It isn’t.
Second build: Building around elixirs is a terrible idea. It’s not good in any game mode but it’s especially worse in pve.
I run experimental turrets all the time. Go back to nades d00d.
What the hell is wrong with protection injection? getting prot is bad????? lol ok.
prolly something that uses a bunch of kits is what id run, cause diffrent kits like diffrent stats. so none of your kits would suffer since you would have a bunch of stats. EG in particular has tons of power ratios on 2/4 but also uses conditions, and heals…. Soooo yeah. :>
Turrets maybe?
Is this for pve or pvp or wvw?
That’s entirely been considered. The meta ranger is STILL better served taking Spotter and Frost Spirit even if the benefits are reduced, because he doesn’t lose anything for doing so. If anything he would be adjusting his own gear slightly (i.e. taking GS instead of 1HS) for more survivability, and that’s a perfectly valid rationale.
In this case you’ve got a guy using Juggernaut and FT for personal might stacking between fights but in a group he might as well just run a bomb-blast combo and give might to everyone else instead of speccing HGH for LESS might. FT/Juggernaut stacking might be good for open-world where things die too fast to be worth doing a blast combo but I’m not seeing any discussion of that. That’s exactly what I meant when I asked if it was a PHIW build or if he had an actual rationale for speccing the way he did.
His first build runs bombs for damage, and FT for “might stacking” but if lets say we run grenades instead of FT? you still have the same number of blasts, bomb versus nades dps is prefrence honestly. I love FT for one fact though in this build, while it offers no dps on its own, it offers a blind, a VERY LONG fire field(more blasts can be abused on it from party mates.)a knockback(Reflect too, dont forget this.) and napalm rotations if you wanna do that.
Second build, im unsure of why he has traited jugg if he does not even have flamethrower on his bar….
This build does the same thing as his build really, but its a bit better. Flameturret in his first build i mguessing is for the blast/fire field, but FT already has a fire field as does bomb kit, so fire turret can be swapped for EG which gives more dps options to rotate to,(2/4 mainly. its also got a single target auto attack, Shrek in Boss blitz can be just poked with this lel.) And its got a stun break/aoe regen/blast finisher.
Shield pistol is better imo cause you use bombs to do damage anyways, rifle swap is ok in high damage rotations, but its totally unneeded if you run bombs.
Hell if he wants to FT he can with this build too. Since deadly mixture will buff its damage and EG damage. AND he still has vuln stacking from bombs in this build.
FT can be made to work, and OP tried, I think some of his skill chocies are a bit off.
TLDR, I guess I agree with you, but dont at the same time? ops build had a good theory behind it, but he is using some useless traits/skills. Back pack regenerator in full zerkers strikes me as silly when you could have +15% damage to FT for the few times you do swap to it.
EDIT: Id swap out 6 in explosions to 5/5 explosions/firearms cause unless running nades, none of the traits are really that useful, but 5 in firearms gives you an easy +5% damage. huehuehuehue
(edited by Dice Dragon.4326)
I feel the exact same way as the OP. I have played a turret Engie since the very first day of headstart. It has been my main, through thick and thing, through sheer stubbornness alone. No matter how crappy turrets got… no matter how much we were hated, there I was- a lonely little turreteer.
Now there are turrets EVERYWHERE, and everyone looks like me like I chose the build because it’s FotM. I feel so very hipster because of this (I ran turrets before they were cool!), but dangit, I don’t like seeing so many of me around.
The hipster in me hopes they nerf the crap out of turrets soon.
in pvp only pls. I love my boon sharing turret blast build. pls no nerf.
I honestly wanna do a dungeon with 5 engies with turrets and supply drop…. so many turrets….
Its always nice when someone try something new I am also sometime sick of all those “meta or gtfo” guys. Engi has many ways how to keep 25 stacks of might.
That’s what a “play how I want” build is.
You can either argue “I’m just running this for fun” in which case there’s not a ton of incentive for other people to emulate you (since if they just wanted to run something for fun they’d just pick whatever they liked best) or you can try to emphasize the advantages over the meta (better burst, more accessible might stacking, etc.). To be fair OP did defend the might stacking on his build (whether you buy it or not is a different story) but the meta hate thing is getting really silly. There’s a reason builds become meta and it’s not just because everyone is a sheep.
ok here is a scenerio, you are a meta player right? you are in full zerker gear, you are ready to go!
Then you get into your “Zerker only party” but your fellow party mates dont actually have any idea that its more then just zerkers, and that certain builds are used because they go with certain set ups. Spotter/Frost spirit ranger works so well in zerker parties because of how those two traits work with full zerker set ups. Flat damage is GREAT for zerkers cause of how it compounds on all their other multipliers, And spotter gives them even more crit(and if the ranger wants to be a total bro, he can run +50% boon duration and give his team perma fury for free.) My zerker set has 50% crit chance without any buffs, with spotter/perma fury, im rocking 80% crit chance, then stack crit chance traits and what not and im prolly at well over 100%. Meaning I get to abuse the CRAP out of my ferocity even more.
Then if we see that the ranger isnt actually in a full zerker party, suddenly his build choices while improving party dps, isnt even comparable to what he can give a meta party.
The big issue with meta is it only works if everyone is on the same page, and that does not work for me in pugs. All it takes is a silly mistake from someone and the “Speed run” falls apart. So if you have dudes who run full meta, and KNOW how it works, it makes sense and I dont know why you would do something else. But for a more casual player, the meta creates ideas where “this build is best” when its actually only best for the meta.
Bombs and grenades have conditions on them, but are hardly the focus… Bomb has some confusion and a burn, and a defensive condition in smoke bomb/gluebomb
Grenades have 1 offensive condition in a bleed, and 3 defensive conditions. poison isnt used for damage, but to reduce healing of the enemy, its almost mixed defense/offence, it helps you win attrition and does damage too… Blind/Chilled are huge defensive conditions used to help you kite/stay alive, they lower the damage output of the enemy not do damage.
So grenades/bombs are pretty much 90% power kits. They have clear roles too, bomb does big damage in melee, nades big damage at range.
Wanna do power damage? bombs/nades. seems pretty dang straight forward to me.
just make long bow like flamethrower tbh, make it balanced around the fact that you are not supposed to be at max range, Flamethrower is a great example of this, you buff its auto attack damage by 10% on burning targets, so if you wish to get the most of it, you need to burn the enemy 24/7 to get that boost. The issue is this is generally impossible for the engineer alone.
Make longbow have a solid normal attack like other weapons, and then give it a clause of “20% more damage if arrow travels 1000 units” or something similar. Cause as it is, GS/LB are balanced around you being at max braket, which is not practical at all. Make it REWARD you for playing a certain way, not forcing you to. You dont have to burn jack with flamethrower, but doing so sure does help you.
Its silly cause the meta works only in cordianted situations, if you are all noobs and pugging and you are in all zerkers and dont know the way to stack/blast right, you are just gonna have a harder time then if you just did it the right way.
my group is all friends of many years, and we were doing seraph of CM, bomb part right? and we had me(an engie) anda theif, so we were like “cant we just stealth the bomb part?” and sure enough you actually can. but…. you have to place all 5 barrels at the same time, or the bandits pick them up right away. that being said, even on skype we wasted a few minutes trying to skip the combat and just sneak 5 bombs at once. someone was alsways a split second off on placing.
So we just said “ok guard engie, just play point defense and fight the kittening bandits” so I place thumper and me and the guard locked down all the bandits while our party ran bombs. first attempt doing it the “intended” way? success. Due to lack of cordination? the “Easy” way was harder, if we were really good, we could have skipped it and done it in 5 seconds. but we are not speed runners, so we cant.
The meta makes people think they are good, when the meta actually only works when you are all playing meta and know how and why its good.
2/0/6/6/0 – Givers, Boon turret/Field abuse engie.
I run obv healing turret, Thumper, Rifle, and Flame turret.
Pistol/shield.
The basic idea is to blast fields and give stupid amounts of boons/heals to party members. You can burst heal by blasting all your turrets, you can throws down nalpam before summoning your flameturret and use it with its own field to blast 15 stacks of might.
and if you leave the turrets up, you get kitten near 100% up time on fury/several stacks of might, and 50% up time of prot/vigor. Not to mention BUTTLOADS of regen that is quite strong.
Build isnt for everyone of course, but its one of my personal favorite builds to play. Its very un meta, so be warned, this wont get you into LFGs.
Also, some traits that I like to swap out,
Auto healing turrets→ Elite supplies(if I am blasting my turrets alot, I dont bother letting them repair themselves)
And if going the blasting route, you also dont need rifle barrels, so swap it for reflective shields for clutch “we need reflect now” moments, then blast it for effects.
(edited by Dice Dragon.4326)
So being close to your team is now bad? I did runs last night with my usual group, I ran turrets being lazy we had a guardian, a theif, and two eles. one ele used scepter, but stayed near us cause he knew if I laid down turrets, he was gonna put down a fire field, and we would get 18/21 stacks of might. which make the fight MUCH faster. I find it funny that playing as a team to you is counter intiutive.
You can range a fight without being 1200 units away. Those weapons reward you for being miles away from a fight, if you get downed, harder to rez. you dont get buffs/healing circles/turret buffs all the way over there.
Simple fact of the matter is, the game even before the “stacking” meta because a thing, clearly rewarded you being near friends.
Did you even read my post?
I don’t say being close to your team is bad, I say it is bad that this is possibile.
I’m really happy that GW2 doesn’t have Trinity, however, being able to run a dungeon with a full zerker (aka “DDs”) group, who are fighting in melee range seems pretty bad design.
Yes, teamstacking is great since it allows mightstacking and maximazes aoe boons / heal.
However, the fact that the positions of teammates are decided more by maxing out boons and are rarely boss specific is in my opinion bad.Hell, why does this game even feature weapon swapping, when you only need to stay in melee? To optimize some skill rotations? It should be more that there are phases where you aren’t able to do melee / ranged damage, or where zerker builds have to into ranged combat since they would die in melee.
Not just “ok, we push the enemy into that corner over there, everbody gets there, lets stack some might and in 10s the boss is dead”.
I think this has to do with alot of enemies gimmick is “Reflects projectiles” which deletes ranged as an option, I love running close range rifle on my engie, but its problematic when all projectiles just hurt me and my team, nades feel this really hard.
As for melee being the only option, this has to do with the meta, and if you have one dude at 1200 range, and everyone else at melee, if the 1200 range dude takes a hit(aka a non perfect scenerio, aka he kittens up a dodge) going to rez is costing us not only dps, but time to run over and rez him, and he is away from protection.
My group runes with 2/3 range and 2 melee though, so dont let the meta get to you. we generally stay around 600 range of the enemies so I can blast for the melee and the backline at the same time easier, we disperse as needed.
I see alot of “omg stacking zerker meta!!!” in posts, and I agree, this the most OPTIMAL strat for burning through the bosses. Well, my dungeon group isnt slow and isnt fast, we are pretty average. And even despite skype, we have a bit of trouble in certain “Cordinated” situations, and run with a soldiers spec, 2/3 zerkers and I run whatever we need since I have most of the armor sets in safe boxes. And we get through just fine. no matter what even if they nerf stacking, the next new meta will be something diffrent and you will be kicked for not doing it.
TL:DR you can and will clear dungeons with all GS mesmers if you try. the meta will change and will always punish those who dont follow it.
Fix it the easy way: Full collision detection. Team mates, bodyshielding, projectiles hitting friendly targets, everything.
Mind you, hilarious fix, too.
this does not stop us all from standing within 240 radius of one another and blasting fire fields tho soooooo it adds unneeded complications without fixing the “melee” ball. even if you dont perfectly stack, you still are so much better off right next to one another.