http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
(edited by Dirame.8521)
Hi Dirame,
First and foremost thanks for your feedback. I read your post and put a fair amount of thought into what you’ve suggested.Let me begin by stating that your suggestion is great. My concern is not so much with such propositions, merely the way in which we explain why they are possible.
On the issue of a sylvari’s choice to ignore the Pale Tree: I’m not sure whether rebellion against the will of the Pale Tree is enough to severe the link between parent and child. For starters, Ceara was not the first to do so. Cadeyrn questioned the Pale Tree, after which she became silent, yet no one has ever suggested that he severed his connection to the Dream at that point. Moreover, arguably every Nightmare Courtier is resisting the will of the Pale Tree in the same way that Ceara did – does this mean that they too have been severed from the Dream? Finally, consider that Ceara herself always ignored the Pale Tree: When she was born, Ceara hushed Mender Serimon, implicitly ignoring the Pale Tree’s attempt to empower her child with a Wyld Hunt. I find it extremely hard to argue that merely because someone wants to be severed from the Dream – i.e. at least some of the Soundless – therefore they can severe themselves from it. At the heart of this matter is the question: Is a sylvari’s connection to the Dream merely a perceived reality, or an objective reality?
Anyhow, thanks for your feedback.
Perceived reality or objective reality? You’d have explain the difference for me because I can’t quite get my head around what that would mean.
The way I phrased my point should have answered the question of how. In order to break free of the dream, you have to have another will to bind yourself to. Then and only then can you truly break free of the dream.
Thinking about it though, the image of the Pale tree being bound by a red thorn vine would suggest that Scarlet may be introducing Mordy into the dream. The Pale Tree also saying that what Scarlet was doing would hurt the Pale tree also suggests that Mordy is being introduced into the dream. She could figuratively and literally be the breach in the pale tree.
Also if Vorpp is right that Scarlet brought something with her into Omadd’s machine, meaning that she always had a connection to Mordy only that it was carefully walled off, then isn’t there merit to the point that the Pale Tree is an Elder dragon minion?
I mean if we think about it, Ventari found the seed in a place full of seeds, is it not possible that they were put there by Mordy or a previous Mordy minion bearing fruit and storing them for the next awakening of his master?
….Too many questions and I think I just ran away with the ball.
If the above theory is truly the case though, then Mordy will have the opportunity to influence Sylvari as time passes.
(edited by Dirame.8521)
I appreciate the correction but even without that map I think there is merit to the idea that Mordy is sitting in a leyline that’s either empty or low on magic and that is why he could have breakfast in bed and that is also why Thaumanova had dragon and chaos magic flowing under it.
http://www.abload.de/img/236172_oplik7q.png
Those two maps are important in my theory.
First Claim; Scarlet wanted to take Divinity’s Reach
Why? She assumed the hot-bed of magic was beneath DR.
Looking at the first map you’ll see a giant white blog right smack dab where DR is. For this theory to work, we have to assume Scarlet had access to a similar map, something that showed where the leylines were. The problem is, the map is wrong.
From the events that have unfolded in the past few weeks, Scarlet seemingly revised her plan to finding out exactly where the lake of magic is. Because it definitely wasn’t in DR. (You don’t just amass an army, claim that you’re going to warm your hands on Kryta’s flames and then chicken out. Villains don’t work like that.)
Scarlet pulled her resources to create the thumpers, triangulated the new area of where the Lake of Magic is and devised a master plan to push the magic out of the lake into the surrounding rivers.
Second Claim; Mordy is sitting in an Empty Lake of Magic
Thaumanova is sitting on a leyline that has normal magic (chaos magic?) criss-crossing dragon magic. Toying around with that power caused the reactor to meltdown. Where did the dragon magic come from? I’m pretty sure we all assumed that dragon magic flowed freely through the world and through the leylines, but that may not be the case at all. There may have to be a source that leaks it into the leylines and that source, I’m assuming, was Mordy. Which is why we see the magic pass through Thauma into Mordy’s abode.
LAST CLAIM: X Marks the spot;
If we agree that the original map was wrong and if we agree that Mordy leaked dragon magic into the leylines then the real map should look like what you see below.
(edited by Dirame.8521)
That map is important in my theory as to what happened. Look at all those holes that are dark and empty of any blue stuff. What Scarlet did was drop a the breachmaker into a lake of blue stuff that wasn’t going anywhere, sending the blue stuff down those dark pipelines. One of those pipelines leads to Mordy and the influx of magic was enough to wake him.
I feel like you missed one very important possibility. Caera chose a different dream.
My interpretation of the short story is that she disconnected herself from the Dream and found something else to latch on to, stupidly thinking that it was her freedom she was gaining, she stepped out only to be bound to the dreams of Mordy.
She saw something and she went towards it. Also the pale tree became silent after Caera said “shhhh”.
I also don’t believe that Mordy is a very dark part of the Pale tree. I do believe that Mordy is his own tree, he can create, corrupt, enslave plant like creatures but sylvari have to choose to be bound to him in order for him to control them. They have to cross that bridge and let go of their mother in order to be truly broken from the Pale tree. And I think that’s what Omadd’s machine enabled Caera to do.
Now that he’s awake though, who knows what he can do.
She did not disrupt the flow to mess with magic. I don’t feel there’s any other purpose other than to feed Mordy and to possibly do something with Thaumanova. Apart from that, I feel there’s very little else to garner from her actions.
The 2 seconds on stability just doesn’t sit well next to the stability given by other classes.
…..I’m not sure how this matters in any way…. Isn’t a skill supposed to be all about functionality and useability on a given class? And if we were really going to compare it to other classes, we should compare them fairly. The mesmer literally has 3 stun breaks on 1 skill whilst other classes usually only have one.
Personally I find MoD, MoC and MoR way more useful than blink and decoy. I find that I can fight warriors and Necros very easily with those more so than with the other two.
Sorry az, that was in response to cuge. I had felt the same way at first, as Im aure many people do (which is likely why it isnt used often) but Mesmer arent as utility-locked as people think. Portal is excellent, sure, but that doesnt mean its the only thing Mesmer have to offer.
In fact its that exact mentality of “I need decoy AND blik and am useless without portal” that limits the diversity of Mesmer builds and in many cases thats simply not true. Shatter Mesmer dont always fight on point, and all it takes is a quick dodge or good positioning to be in a place to be able to apply the stab when needed. Also, the stab makes for a good disengage when paired with Blink.
It has uses for more than just stomps, but you have to take into account that class does NOT equal builds. Not every guard is a shoutguard, for example, and not wvery Mesmer needa to always have portal.. especially if it isnt a well-coordinated team. (If it WAS a coordinated team on mics then of course the mantra would be inferior to other cjoices)
Edit: I hate touch screen cellphones. -_- buttons plz.
……. You’ve definitely changed.
Definitely liking your build with the pull+nuke
However, I’m pondering on whether to use celestial or maybe soldier. I like the idea for the thumper as well but it’s a bit too centered around it.
Although I see a lack of vigor for most of these, does that end up being a struggle or not so much? Thanks for the builds guys, might tweak around em
It’s up to you. I personally don’t mind running without vigor. Most of my builds don’t have it because I prefer to do other things.
Stealth, swiftness and nuke-age.
Could you guys make them buyable with glory…. ? Pretty pls?
The only tip I have right now is, BRING IT!!! I will take all you decap scum with my turret engie!
FEEEAAAR MEEEE!!!!!
I’m running full turrets :x
I’ll still win. Just cause.
disagree with your “fun to play against” portion of the comment. In no way should “fun to play against” be part of the balance thought process in my opinion.
He means counter-play. Turrets shouldn’t be Pistol Whip or 3 stab warriors where you don’t feel like there is a point in which you can actually hit them and it would be effective.
One way to make Turrets more mobile without giving them free movement would be to replace the Detonate command with a “Recall” command that then chains into Detonate.
I haven’t read the rest of your post yet, but I had to stop here and say ZOMG SPIRIT RIT!
I’ve said many times in the past that the more we can make a turret Engineer to function like a spirit Ritualist, the better!
Having Draw Spirit on a chain skill after Overcharge or on the Toolbelt before chaining into Detonate would be all that Turret Engineer needs to be viable after all the bugs are addressed. At that point, the only weakness of the build would be to Conditions – for which there is Automated Medical Response and Healing Turret.
That said, care needs to be taken, as I have mentioned before, to not turn Turret Engineer into the next MM Necro or Spirit Ranger – both of which rely largely on AI as a shield and the source of their DPS. Turret control should be made as responsive as possible and Turrets should be strong area denial tools, but Engineer Weapon skills should retain the bulk of the damage output in such builds – with Turrets providing the Control and the Support.
Agree on both counts. By being similar to Ritualists I don’t only mean the spirit recall, but I feel that Ritualists were just so much more interactive with their spirits. They had skills that enhanced spirit damage on a target. Skills that healed them when spirits attacked. Protection skills based on number of spirits nearby. Skills that only had an effect (or enhanced effect) within range of a spirit. Damage spirits to heal allies. So much of this could be worked into turrets, and most of it could easily work logically as well. Hide elixirs inside the turret means blowing them up heals allies, etc. I mean just go to the GW1 wiki and type in “spirit” then scroll down and look at all those skills that have some sort of interaction with spirits. Most of them scream Engineer and turrets.
There aren’t many things in this game I can say this about, but when it comes to turrets they really missed the boat IMO. There’s just so much untapped potential.
Don’t just talk about the idea, give an example!
Truth is turrets already embody some of what the Ritualist had, simply by virtue of how the gameplay mechanics of GW2.
“skills to enhance spirit damage on a target” = Vulnerability (still not sure if Modified ammunition affects turrets as well.)
“damage spirits to heal allies” = Detonate + Water field?
Now what else can they add without adding in a new skill?
A trait called Elixir infused Turrets that removes 1 conditions every time you detonate a turret? Sounds good!
Utility Goggles revealing all stealthed enemies in the area when activated near a turret? Sounds awesome!
Come on give some examples.
The only tip I have right now is, BRING IT!!! I will take all you decap scum with my turret engie!
FEEEAAAR MEEEE!!!!!
This is the kind of thing that makes people cry. Maintenance patch…. JUST GIVE US A PVP FEATURE PATCH! PLEASE PLEASE PLEEAAAASEEE. DONT MAKE US WAIT TILL JUNE, I CANT SURVIVE TILL THEN, THE GAME IS ALREADY BORING. NO BUILDS MAN, NO BUILDS.
GAME OVER MAN, GAME OVER.
I think that we all agree that right now, considering all the gap-closers, escape habilities, teleports and stealths, the game rewards powerful bursts and Hit’n Run tactics.
That’s why sustained damage is not very effective.It would be nice to see the Devs opinion on this matter.
Even with sustained damage you can have hit and run tactics. Drop condis and get distance, watch as your target ticks down without damaging you.
Game Mode
PvX
Proposal Overview
Make Hunters call a targeted AoE skill
Goal of Proposal
To provide the Ranger with additional AoE options.
Proposal Functionality
Hunters call will have a 240 radius and will call birds to attack everything within that area
Reasoning: The devs might say that the Ranger is a single target focus fire class but the question definitely is; what happened to everyone can do everything in their own special way? There is such a thing as sustained AoE damage, I think that has to be given as an option to Rangers.
With the change the warhorn could then be used in combination with Longbow or the Axe for AoE damage.
If this change were implemented alongside the other changes I suggested, I think the ranger would go from passable in AoE to good enough. Especially in PvE.
Associated risk
Combined with Ramapage as one. The might stacks would climb really fast.
The Ranger isn’t expected to do burst damage. By sustained, we mean that the Ranger should excel at surviving (resilient) through burst while still doing enough damage over time to take the opponent down.
This is the exact same Dev-philosophy spread all over the Necro forums, only using the buzzword “attrition” instead of “resilient” and “sustained damage.”
So which profession is supposed to be the attrition class? Ranger or Necro? Or both? At the moment, neither does the job well, if at all. It’s becoming increasingly clear that the game by its very nature does not support the “vision” for the class. It seems to me better to change the vision than attempt to force the profession into a preconceived expectation that’s incompatible with the game mechanics, as it were.
Also, the vocabulary sounds suspiciously PvP-centric, once again betraying a frustrating bias toward one particular game mode.
I think you’re being a bit disingenuous by saying that neither the Necro nor the Ranger do a good job executing what they were built for. The reality is, they do fill those roles quite well, the problem with the Ranger is, there isn’t enough options for sustained damage/survivability. The best builds have always emphasized the pet whilst the Ranger hangs back and plays the distraction. This should not be the case. The case should be that the Ranger can have builds that focus on his ability to deal damage.
So far the Ranger only has condition builds in that angle, it’s time they got some power builds and AoE damage.
I realize that many classes have high burst right now, but our intent is to limit power creep as much as possible. Just because the Ranger’s damage is more spread out, doesn’t mean it does less damage than the burst of other classes. Does that make sense?
For example: One class could, in the span of 30 seconds, do 15k damage in say 5-10 seconds, but then their burst skills go on cooldown so they have to wait out the rest of the time before they can try again. A sustained class should be able to do that same amount of damage in that same amount of time, but the damage is more spread out (hence sustained). This can be better in certain situations, and allows for the sustained class to fill a hole in a team comp.
I’m not saying this is a perfect system or that it’s even fully functional in the game, I’m just trying to explain why doing burst shouldn’t necessarily be better than doing sustained damage. It depends on the situation.
We also know that some classes right now are better at burst than others, and those are things that we look to address in balance patches so there isn’t a surplus of any one class.
Burst is possible on the Ranger 10k GS mauls + 7k pet mauls are a testament to that. The problem that arises with that build is, landing that damage.
I recognize that the Ranger is a sustained damage class and I totally agree but what I would like to see is more options when it comes to how that can be specced for.
I await the March 18th patch to see what changes there but with regards to this CDi; More options are needed, and better pet control is required.
Game mode
PvE/WvW
Proposal Overview
To increase the uptime of pets in game modes where a lot of AoE cleave is present, i think pets should revive on heal (skill 6).
Goal of Proposal
To increase the uptime of pets in pve and wvw.
Associated risk
Pets will become more prevalent in PvP and it would become a waste to target them in that gamemode because the Ranger could easily heal and bring the pet back to life.
Specific Game Mode
PvP (PvX)
Proposal Overview
Change to Moment of Clarity (Trait)
Goal of Proposal
-To make the trait synergize better with a wider variety of builds and classes.
-To improve the Ranger’s Single target damage.
-To increase build diversity within the profession.
Proposal Functionality
Moment of Clarity You and your pet deal 20% more damage whilst the target is Stunned, Dazed or Knocked down.
Reasoning – As said in a previous post by another player of the ranger. There are only 3 skills that can interrupt on-call, Point Blank Shot, Concussion Shot and Hilt Bash. With the proposed changes in my other post (https://forum-en.gw2archive.eu/forum/professions/balance/Collaborative-Development-Ranger-Profession/page/5#post3684613) the number of on-call interrupts could possibly go up if pet skills could also go on our utility bar and the activation time on these skills reduced by a bit.
With the proposed change to MoC a player could forgo putting 30 points in Marksmanship for signets when they could easily deal 20% whilst a target is stunned or KDed. The trait would also synergize well with other classes that stun or knockdown, like Warriors, Mesmers, Engineers, Guardians, Eles and other Rangers.
The most important part though, would be the synergy with at least 2 families of pets; Canines and Swine.
Associated Risks
Rangers can chain CC from 4-6 seconds depending on what pets they take. Also, in combination with the changes I proposed here; https://forum-en.gw2archive.eu/forum/professions/balance/Collaborative-Development-Ranger-Profession/page/5#post3684613 , a ranger could really become the new AoE FOTM.
I’m willing to see how it plays out because the aim here is definitely to bring the Ranger to the point where they can say, “We have more viable builds now.”
Specific Game Mode
PvX
Proposal Overview
1st Proposal: Give us the ability to put skills for pets we have active, on our utility bar.
2nd Proposal: Replace some Survival Skills or Shouts and traits with new abilities that improve diversity and synergize well with other skills.
Goal of Proposal
1st Proposal: To improve control of pet functions and to better sync player actions with pet actions.
- To increase Build Diversity
2nd Proposal: To Increase build diversity.
Proposal Functionality
1st Proposal: Give us the ability to put skills for pets we have active, on our utility bar.
If technically feasible the functionality would be similar to swapping pets and the F2 changing with each swap, only this time it functions with the utility bar.
For instance; I can take Harmonic Cry from a Moa put it on my bar, when I swap my pet to a Canine, I could have Brutal Charge in that slot instead or Crippling leap.
Or if the above is not feasible, you could try giving the Ranger another designated slot for pet skills that can also be used for utility skills if so desired.
2nd Proposal:
Distracting Shots; Survival skill; Your next 5 attacks miss. Your target is confused. Confusion 5 stacks for 5s. Replaces Muddy terrain
Reasoning: This attack synergizes well with an evade/condi Ranger. It would give them a bit more condi diversity.
Splinter Shot (Marksmanship Trait) – At 800 to 1200 range, Long Range Shot Splinters and hits enemies within a 140 radius. Replaces Piercing Arrows or Beastmaster’s Bond
Reasoning – The Longbow is one of the only weapons a Ranger has for AoE. One skill. Let’s give them something that allows to be effective in dungeon groups and doesn’t require lining enemies up in a straight line.
Merge Beastmaster’s Might and Signet Mastery. Move Remorseless to Master tier and create a new Grandmaster trait.
My Suggestion; Marksman, Gain 50% crit chance when you’re 600 range or more away from your target.
Reasoning- Not forcing the Ranger into Skirmishing to get crit chance frees up a lot of points for survivability and/or more damage. The devs also have been merging similar traits before and it’s time the ranger got a similar treatment.
- Moving Remorseless to master tier gives a bit more diversity in how you can set-up traits.
Move Trapper’s Defense to master tier, bringing agility training to adept, replace Trapper’s defense with Kindled Arrows; All projectile arrows are 100% projectile finishers.
Reasoning: More diversity in the build department. A Ranger can decide to make a chill build or a burning build or just a trapper build that mainly focuses on exploiting the new fields.
Add functionality to Eagle Eye; Take less damage from retaliation whilst wielding a bow.
Reasoning – Retaliation kills.
Associated Risks
1st Proposal: Implementation. I might be difficult to implement when it requires altering the original make-up of the ranger.
- Skill range increase. Both the enemy and the Ranger will now have to factor in more skill combinations. Possibly causing skill bloat but I believe that situation is better than what we have now.
2nd Proposal: Condition Rangers will have another skill they can use to stack a different type of condition and this may aggravate players who hate the passive abilities that the Ranger has.
- The boost to crit at mid to max range would make them formidable kiters and that could pose a problem for some classes who are not so good at keeping up.
(edited by Dirame.8521)
Kindled zeal : We don’t have enough conditions to care enough about 13% condition damage.
I’m an advocate for this trait’s usefuleness. You guys may believe that it’s insignificant and unimportant and doesn’t do much. But I can assure you, you’re mistaken.
Gain condition dmg equal or exceeding what you’d get if you put 30 points in Radiance? Whilst also gaining 30% condition duration on top of that? Sign me the heck up.
If you guys can’t come up with a way to use the trait effectively, then I really feel like you’re missing out.
Have you played it?
I’m not sure the reason why it was changed. My first guess would be because we already have Defender’s Flame but as one of the only players who whole-heartedly loves to play condi guardian, this change literally shattered my effectiveness odd fights (2v1s and such).
Yes, I want to able to win a 2v1. This trait allowed me to do it when it functioned as a PBAoE burning skill. 2s of burn on the target that hit me and 1s on the target that just so happened to be lucky enough to be standing beside me.
This post is quite selfish, I know that but I just thought I’d ask anyway because I want to kill things and shattered aegis is just atrocious now even when you specc for direct damage.
Engineers have way more options than quite a few classes.
Introduction to SHG:
http://www.youtube.com/watch?v=1A43RD7DYnU&feature=youtu.be
The EU tournament begins in 15 mins
Sign up NA: https://binarybeast.com/xGW21402150
(edited by Dirame.8521)
Net Turret – Net Attack: Cooldown is horrendously long. I understand that professions can’t be compared apples to apples, but think back to when Personal Battering Ram used to be 45 seconds cooldown. We were all annoyed because it’s basically a clone of the Warrior’s “Kick” with over twice the cooldown. Eventually that got reduced to what it is now. Same thing needs to happen with Net Attack. Throw Bolas is a 20 second cooldown. In addition it does damage, has 50% more range, 33% longer duration, and is a projectile finisher. Net Attack is a 45 second cooldown. No damage, no finisher. It needs some combination of reduced cooldown, more range (600 range is not good for the Engineer who at a minimum has 900 range on either weapon they equip), damage, or projectile finisher status.
If you’re going to compare the toolbelt skill to throw bolas you have to also look at how many immob skills we have. We have 5 without traits, Warrior only has 2 without traits, how can you possibly compare the two?
You can make the point that the skill needs to have a longer range and possibly a finisher added to it, but leave comparisons out. The Warrior can’t troll immob like we do without having to specc for it.
Thumper Turret – Rumble: Not sure where to start with this one. 1s Stability is sort of silly, I know we’re not a Stability heavy profession and I’m okay with that but 1s Stability is sort of pointless. If it prevents any incoming CC it’s more due to sheer luck than actual counterplay on the Engineer’s part. For being a stun breaker (that you can’t access with the turret actually being alive… that’s another discussion entirely) I get the 45 second cooldown, but it’s in terrible combination with a turret that also has an excruciatingly long cooldown. Both of those together is really bad for gameplay, and ends up in that utility being just a dead slot far too often for Turret Engineers who already can only play with their weapon skills most of the time. I don’t feel anything about this skill justifies the long cooldown except that stun break. It has weak damage and range. The stun break idea needs a do over, it’s a fundamental issue that it won’t even work when the turret is alive. You have to blow up a 50s cooldown turret just to get at a stun break. That needs a rework. If that is done, then this toolbelt skill can get a balance pass down to a much much lower cooldown, 20s range. It just doesn’t do enough to warrant the crazy cooldown it has right now. I mean just compare it to Magnetic Shield, which untraited is just 2/3 (!) of the cooldown of Rumble. You get the reflect and knockback along with the blast finisher. This makes Rumble look really weak.
They could change this by making the toolbelt flip situationally (if possible) when the turret is active. So when CCed the toolbelt changes to Rumble from Detonate.
ROCKET TURRET
When the turret dies you can shoot 1 rocket. That probably won’t hit unless you’re standing on top of your target. Sigh.
You know that thing I said about immobs just above? Yea, that would definitely make this skill land.
I’ll also mention that the turret and the toolbelt are also great for corpse cleave.
Anet just wants my condi build to die in a fire….. I am sad. The only thing I’m looking forward to now is the runes and sigils change, maybe that is the reason I’ve been shunted.
I think this might not be bad … they couldn’t improve Cond builds with Kindred Zeal in there …
It’s cool they took away kindled Zeal but they gave me 2 extra blocks on Shield of Wrath. I can live with that.
All I want to see now is the Runes and Sigil changes.
Anet just wants my condi build to die in a fire….. I am sad. The only thing I’m looking forward to now is the runes and sigils change, maybe that is the reason I’ve been shunted.
All I know is they killed my condi build .
Some good changes. But I can see some changes that will come back and bite someone in the butt.
Then the bottom line is that they shouldn’t have designed it that way, I think. It’s extremely cumbersome to manage when running multiple kits. I know firsthand how powerful the glue trail and magnetic bomb can be, but I still can’t justify taking the trait when I have such limited control over its activation.
The thing is, the trait is still quite formidable especially when you use it in EG and BK. Glue trail just sets up bomb kit like crazy and the fact that immob duration now stacks makes the combo even more formidable now. What needs to be improved is the other Kit refinement skills. Of course you could make a burning/might-stacking build with the FT but, a Condi cleanse and a 3 sec AoE burn beat that hands down and don’t get me started again on how bad the grenade kit refinement is.
Cleansing Fire for Flamethrower was great and absolutely needs to return. Fire Shield? Both the effect and the weapon skill on Elementalist /Focus are awful. That was one change that most assuredly was un-necessary.
Arenanet then went on ahead and possibly overbuffed the Elixir Gun and Bomb Kit Kit refinement procs. 240 range AOE pull? Mad strong considering you can combo with Glue Bomb. Glue Trail now that Immobilise stacks up to 3? Commence the immobilise train and watch that duration climb to double digits.
Magnetic Aura could be strong for Med Kit; if only it didn’t have negative synergy (again!) with Enhanced Performance and the duration was longer than 2 seconds.
All of these issues can be resolved by tying the proc to the “1” skill of the respective kit instead of “on swap”. The GCD can stay for all I care; I just want control as to when and where I proc the trait.
As for when and where? How about:
- Not out of combat,
- Not when I’m trying to get Speedy Kits going,
- Not when I want Might Stacks out of Enhance Performance, and
- Not when I’m just after a Weapon swap so I can get my Battle or Doom Sigil going.
Carighan’s idea of proccing only on unequip has merit, but it has the disadvantage of having negative synergy when channelling Kit skills – a proc when unequipping a kit whilst channeling Magnet Pull to combo into Jump Shot, or a proc when unequipping Elixir Gun in the middle of the Acid bomb leap could interrupt all these effects given that they are on the GCD.
The only reason I’d disagree with your idea is that, with your idea, KR can’t be used as an instant skill. Right now, because of the way kits function you’re able to use kit refinement whilst using other skills but, if we attach activation of KR to the activation of skills we’re at the mercy of stuns and interrupts.
Then the bottom line is that they shouldn’t have designed it that way, I think. It’s extremely cumbersome to manage when running multiple kits. I know firsthand how powerful the glue trail and magnetic bomb can be, but I still can’t justify taking the trait when I have such limited control over its activation.
The thing is, the trait is still quite formidable especially when you use it in EG and BK. Glue trail just sets up bomb kit like crazy and the fact that immob duration now stacks makes the combo even more formidable now. What needs to be improved is the other Kit refinement skills. Of course you could make a burning/might-stacking build with the FT but, a Condi cleanse and a 3 sec AoE burn beat that hands down and don’t get me started again on how bad the grenade kit refinement is.
Grenades and bombs.
I think one way to make this more usable would be to give some control and a per-kit CD for this.
What I’d do is this:
- Kit Refinement replaces the “unequip kit” skill of each kit with a new one.
- The new skills do effect X (some rebalance of the current effect) + unequip the kit. They have CDs, depending on effect and it’s strengths.
- While on CD, the skills chain into the normal unequip.
Anet believes that the combos that would be possible if the trait worked on a per kit basis (mainly the potential combo of magnet bomb and glue trail) would be too good to let loose. I can see their point. Just landing glue trail alone is enough to leave people in a bad position talk less of glue trail, glue bomb and then every other bomb + grenades.
But you know that you just can stand close to the gate and besides pull, there is no possibility to knock you off in that Position? Seems pretty boring to me
Sit in the corner for longer than 5s and a mod would kick you from the map. Part of the rules. Its just hard to explain without a video.
Running triple Kit, it’s extremely difficult to justify Kit Refinement right now. The GCD really puts a damper on any possible combos you could hope to pull off.
Also, it wasn’t so much the complete revamp of skills as it was the removal of double condition cleanse from Elixir Gun and Flamethrower swap that made me drop FT/EG; as if that build needed any more nerfing in the first place. Kit Refinement got Smiter’s Booned. I’d have accepted the nerf more if they’d had removed the GCD and put KR into Master tier. As it stands, KR is only good if you’re running only 1 kit. Any more, and you’re discarding any hope of gaining consistent utility from your swaps.
The procs would be good if they were taken off a GCD OR if Engineers could instead proc them with the first autoattack in the swapped kit. As it stands, the current implementation has negative synergy with Speedy Kits, which then necessitates Power Shoes and a useless Adept Inventions slot. It’s pretty bad all around.
On 3-kit builds it can be hard but on dual kit builds, it’s a lot easier. Especially seeing as you can tell when the trait is ready to proc on your toolbar. Of course, at times you might be switching so fast that you end up using it without noticing but when you nail it, it just feels like you couldn’t do without it.
Elixir Gun’s Glue trail is amazing for taking out Thieves, Magnetic bomb is amazing for securing stomps or rezzes, Toolkit superspeed is great for quick escapes or comboing with Rocket boots without needing to use Slick shoes (and when they finally reduce box of nails cast time, it would be doubly amazing for escapes).
The only ones I find useless are Flamethrower and Grenade kit (the mine doesn’t even knock people back, it couldn’t be more useless).
For Zerker stance I think it should make you immune to the killer 3 as well as blind. So poison, bleeding, burning and blind. It shouldn’t cover the rest of the conditions.
If you switch back to your weapon by using your normal weapon swap button it cancels the cast, but if you switch by dropping the kit using your utility drop kit button it doesn’t.
No explanation on how it works but it makes the engie quite a handful when it comes to the crazy amount of things they can do at one time.
I use it. It’s almost always in every build I make for engie that has kits.
Sign up now;
http://www.youtube.com/watch?v=2YwUeGLp31w
For more information on the tournament check the description of the video or go here; http://www.bloodytech.net/forum/skyhammer-golf-tournament-rules/
I win.
we had something like this before with tournaments where same team played some games vs always better enemys
it was a fail
No, it wasn’t like what I explained above and no it didn’t fail because of the way it worked, it failed because of the low population in the game at the time.
Lets assume what we are not playing in prime time (5m waiting) and match will be ~10m average. This is 15min per match. Lets assume that we are average players with 50% winrate.
So for 25 wins we need 50 matches, 50*15/60=12.5 hours.
Sorry, but 12h+ of playing is TOO much.
I would think that’s why there should be a substantial reward chest at the end. And really, no one is expecting you to stay in front of your PC for 12 hrs straight, rather we’re expecting that you’ll play till you get your fill (whether that be at 25 or 10, doesn’t matter) and the most hardcore players will dedicate themselves to nailing that 25 win streak or maybe the win streak could be reduced if it is deemed too unfeasible. It’s not like I’m saying the number has to be 25 or bust.
Hey guys, recently I was on the SPvP Update podcast (http://www.twitch.tv/mistpedia/c/3714253) where we had several discussions about how to improve things within GW2. One of the things that we all collectively agreed on was the change of Soloque to a structure similar to RA where you’re grouped up with 4 other individuals and you’re tasked with winning 25 games. Every 5 wins you get a reward chest (Suggestion; Gold, Black lion keys, rank boosters, finishers etc) and at the end you get a nice big reward chest, (suggestions; A full Armour set, a Legendary weapon, Dragon Finisher with 25 uses, A finisher that says 25 on the flag and you can emote it with /twentyfive , a minipet of svanir and chieftain that’s sellable on the trading post etc) but if you lose any time in that ride to 25 wins, you get kicked out and you have to queue up again. This resets your wins and you get grouped with another random set of people to start the race again.
I believe the continuous match-ups I got in RA in GW1 were the things that kept me playing. I could play for hours on end in GW1 but in GW2 I tend to get cold feet after winning 3 matches, especially if they were tough.
I believe a structure like RA would keep players in the game a lot longer and could help build community considering you get to stay with people you win with till you lose.
Tell me your thoughts and make sure to watch the SPvP Update, plenty of good suggestions there. T’was quite fun to be a part of it.
Tested it out. Still prefer rocket turret but power shoes, auto-medical response and static discharge are always fun to use.
Your calculation with the damaging boosts is also off by 10%. It’s a 34% boost not a 44% boost.
The reason why I prefer Rocket turret is because of the high sustained damage when it’s left alive and the 240radius auto attack can help clear minions if I dont clear them the first time around with my AoE skills.
I’ve tried something similar to this before though, only that time I went 30 into inventions and got Rifled barrels which was pretty good but survivability was still a bit shot (probably due to lack of enough condi cleanse overtime).
Another thing I failed to mention is that static discharge was also part of the build originally. But I felt damage in the way of conditions is a bit more consistent.
(edited by Dirame.8521)
I’ll test it out and give you feed back on that.
Thanks Mon, I’ve tried to remedy the issues with the different ways to specc the build and take out the pets but it can still be a problem.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.