Just to be sure, what’s the “phantasm mesmer” build is nowadays? I feel like it’s pretty big family of builds. It’s a bit like talking about “bomb engineer” – it can be support, bunker, point assaulter, etc.
Good:
- new healing skills – mesmers signet is fun to use, and don’t feel op when fighting burst builds (ele and thief still easily kill phantasm mesmer, which is good)
- pvp rewards.
- toning down warrior dps
- less condi spam on solo q
Bad:
- few healing skills are useless, engi’s for example.
missing:
- healing signet nerf. There’s nothing more broken that this utility.
I was playing a bit of necro, engi and mesmer for a past couple of months. Few months ago warriors was indeed “free kill” (with exceptions for really skilled players), then ham – bow came to play. Amount of cc was crazy.
Now, after all this balance patches, playing a bit solo q with my phantasm mesmer (not zerker, just to be sure, power + prec + vitality) I can have good fights against most of the classes. But when it comes to warriors, I don’t really care about their stances. An idea that warrior can passivly out heal from my two phantasms hitting him, and being able to cc and kill me at the same time, is kinda crazy.
In my opinion healing signet needs to get a little nerf, sooner or later. Make it part of active play, not passive. Overall I find current meta, regarding warriors with healing signet, pretty good. It’s as fun to play, as it was 8 – 10 months ago. Spirit rangers and condi meta was kinda crappy. Now, when it’s gone, it’s getting much better. (only talking about solo q, don’t know how it looks on team arena).
Currently I’m on Avenger and it’s getting rank points only from regular match win. Winning reward in “daily” chest doesn’t count on this achievment.
I believe I changed this info on wiki. So basically first one is correct. Once you’ve done fractal level 1 to 9 you’ll understand why.
Before patch these fractals didn’t give any daily chest reward. Since they do now, and there are 10 levels per tier, tiers are made like you described.
This kind of answer is really absurd. There’s already one rune for almost every character, some of them have to, which create really powerful effects.
Giving an rune that doesn’t give anything for only one proffesion, when it can potentially buff already strong once is pretty crazy.
I thought new things were suppose to help every class the same with problems, but instead it makes one alienated. Answer like this one on fist page of this topic, with ale due respect, is more like playing dumb and not having any good answer. Maybe guys who created this rune forgot that there’s a class without ability to use signets? And now there’s no one to blame around so we get dumb answers. That’s just my theory.
I’m not trying to be disrespectful, and only want to be respected by devs.
Giving another reward unusable for engis is kinda bad for engi community.
+1 for OstrichEggs
I wrote this on main discussion, but will make a little statement here too.
IP is super powerful, but mostly because there isn’t any useful minor traits in this line. 5% damage when endurance is not full? You’ll get only laugh.
As a mostly pve player (been playing pvp for few months, but now waiting for reward rework) I don’t see huge reason to take engi to dungeons. I know they can do moderate damage, but warriors still can do much more and give additional buffs with banners. I take my phantasm berserker mesmer with projectile reflection on focus and feedback and it can be useful, together with boon guardian and 3 warriors.
Engi is only useful in hgh for quick condi cleanse and range combat (especially on new TA route), but on many other dungeons they are useless. Same with necro and ranger – they’re quite useless outside of fractals, where you’ve got plenty of thrash mobs. Whole defiant thing stops many condi support builds. It’s better to have boons, because they will always work. Support condi won’t. End of topic.
More nerfs to dps of less played classes will only make them more useless in pve, and create “hate” for these class users.
Make heavy nerf to warrior and mesmer dps and lower hp pool of pve bosses, it’ll make problems with pve balance almost non-existent.
Sorry if all of these were mentioned before, but I’ve got no time now to read all 14 pages.
engineer
Explosives
Looking at pve only, since I’m not playing pvp since 2 months.
Moving incendiary powder to master trait, in my opinion, will force grenadier engis to take shrapnel on adept. It’ll possibly be a little nerf to 10/30/x/x/x builds, but maybe people will live with that. Another thing, when engis will start taking more shrapnels to pve necros will be a bit sad. same with thiefs. Both of these classes doesn’t have burning, so it mostly stack with guardians and eles burning, and possibly with rangers.
I would love to see redisign of acidic elixirs, since thrown elixirs still are a bit bugged (using hgh in alchemy, tooltip says throwing elixir should give 2 stack of might, but they only give one stack of might). Maybe giving a bit longer duration on thrown elixirs (longer boons, thrown elixir u effect and stealth would be useful). With longer cooldowns I see no point in using acidic elixirs now. For any boss with boons mesmer is still far more useful than engi will ever be.
Acidic elixirs should be more supportive – it’s no use in power / precision /cit damage or power / precision / condis. Engi easily stack 20 stacks of vuln without this one.
In adept trait, after a change, it’s most likely people will choose shrapnel or forceful explosives.
Inventions
autotool installation – great for turret builds, but with aoe burst it can still be not enough.
Just a though – why not creating a trait similar to Kit Refinement, but for destroyed turrets? Or 2 second quickness on detonating turrets by yourself with 20 seconds cooldown?
Elixir infused bombs – cool change for wvw healing builds.
necromancer
I don’t play my necro as much as I used too, because of my love to engi, but still have few words.
Soul Reaping II – I feel it can be a bit too much. In my death shroud based build I can maintain in ds for pretty long time, with this change it’ll come to mindless mark spam -> ds #1, ds#4, ds#5.
I’m used to run modified hgh build for might stacking – perma 10 might stacks, with a guardian it’s mostly 25 at the moment with fury for yourself.
Armor – rampager – for additional burning damage and poison. Runes – any might stacking combo. Weapon – rifle.
Traits 30/10/0/30/0 – grenadier in first line, 409 formula and hgh in alchemy. Rifle is superb on close combat with #3 and #5 + knockback if some enemy gets far from your stacked friends. Granade barrage when you’re close range give about 4k-8,5k damage when you’re close to enemy. Elixir H, Elixir B and Elixir U – first two for boons and condi cleanse (area condi cleanse on toolbelt), elixir U toolbelt skill to support your guardian / mesmer with projectile reflection. Supply crate is always cool.
I run with my engi mostly when I’m going for new TA path, on other dungeons I like running my alt – mesmer. I feel it’s more needed in many situations and I don’t want to be dependent from my teammates.
Although I agree with you ideas, I’m afraid it’s too late already for pvp as it is. I was able to gather rank points up to rank 34, and thanks to every single patch, I don’t see myself being able to come back to pvp. Not only because I’m tired with constant meta shifts, stupid pvp dailies (oh, that one was bad), but mostly because most of people, with whom I was playing, left pvp for good.
If I wanted to fight, I went to wvw, because it gave me some sort of real progression. If I wanted to hang out with friends, I was doing dungeons. Every of this thing will always be more profitable than pvp. I really don’t believe that pvp rewards will ever be better than pve rewards, considering time + effort made.
I would guess not less time than I spent already. When I understood what’s going on, found few bugs to skip some stuff, I died only because I failed at jumping.
After trying to do World 1 zone 1 for almost 2 hours I can say it’s pretty good difficulty.
One thing that make mess in my head is problem when playing with someone. Droping pipe on checkpoint was funny at first, but then it makes me want to get rid of my friend.
That I think is bad design choise. If you’re creating something that makes going in party bad idea then you need to rethink some stuff about mmo. It’s starting to be tedious (and it’s a complainment not strictly to Josh Foreman, but overall to designers of the latest content) that dungeon is much easier when doing alone than when doing with team. It’s somehow destroying whole experience of playing mmo.
Nothing personal, just feeling like that was constructive criticism.
Engineer is made how classes should be made. If you want to be a good engi player, you’ve got to know a lot about combat mechanics and a lot about your skills (since there a lot of them). My first char was necro, I spent about 1k hours on him and still I like playing engi more, because of options I can have.
Oh, and I’ve got mesmer on 80 lvl too, but I only use it for dungeons. It’s too squishy for me for pvp or wvw.
When fighting in huge zerg fights with ts I tend to use speedy kits with perma vigor, bomb kit, slick shoes and rocket boots. Slick shoes are awesome tool belt stun breaker, giving me a chance to get to my commander and drop water field, sometimes with rocket boots if needed. But usually I leave my rocket boots for an extra blast finisher for aoe effect (healing or swiftness).
Rifle #5 is for damage and leap finisher, not for getting anywhere fast.
I love games without spirit rangers nor s/d thiefs. These games are amazing fun to play. You know why? Because most of other builds give me chance to counter it with my skill. If I’m not winning, which happens often, that’s mostly because other player is more skilled (or I had most of my utilities on cooldown). With spirit rangers I will lose no matter how good I am.
The problem I’ve got as engineer, trying not to spam bombs, and playing aggressivly with rifle, I can’t hit spirit ranger with anything because of his pets. With one target attacks I hit mostly pets, because they get in the way of projectile. With aoe I still don’t hit ranger, because of 5 people being hit by aoe cap. And once I used all my cooldowns to kill spirits he has one getting back from cooldown, and I didn’t even start fighting my main target.
Same with necro pets. I know they are a bit squichy, but they still have some active effects, like immobilize or knockdown. Isn’t that sometimes too much?
Mesmers phantasms? Mesmer has to play a bit different than rangers or necros, they are more squishy, so they have to kite you forever to deal damage. Dps of phantasms are too high on pvp, mostly because of low cooldowns.
Turrets? They’re stationary, die in seconds and deal medium damage. Elite is strong because of 2 sec. daze and net turret, not because of the damage.
+1 to whole thread. I really don’t like CC team, mostly because of their behaviour on forum.
I killed almost everything with hgh power build 30/10/0/30/0 with grenades. I sometimes picked rifle for knockback, sometimes pistol/shield for block and refleckting projectiles. Did 3 gambites on Ooze, just still trying to kill Liadri. I think I’ll have to change second elixir utility to tool kit for extra block and magnet.
I sometimes run power / toughness (in traits) build with healing bombs and healing turret. It’s mostly good in guild zergs with ts. Armor – power + mixed toughness, vitality, healing power and condi damage. + Superior Sigil of Life in pistol or shield.
Not only guardians and elementalists can be healing machines.
I can understand fighting class pets, but rockdog spawning when I’m hitting downed enemy, and interrupting my heal… nc
I like the idea of fire aura.
Changing burning to 2 stacks of confusion.
Maybe it could be something similar to mesmers trait, for example: put 3 stacks of confusion on interrupting a foe (but then terror would have to be on grandmaster trait, and new “dhuumfire” on the same tree as grandmaster trait).
Or put it on one of defensive traits – one with toughness, or one with vitality.
Or put 2 seconds of burning on 240 area, when using healing skill. It would be much more interesting to play and watch (!), since it could give players a counterplay.
Maybe reduce cast time of marks to 1/4 seconds and create 1/2 second long animation, showing which kind of mark was created. show us death itself, when staff#5 is being put down.
There are more traits, that are not used so often, like these, which heal you allies when leaving death shrout, or heal allies when using Life Transfer. Maybe they should cleanse condis from allies (or only damaging once only). I would love to see necros not only put in a role of condi pressure.
it gives 5 points. So there’s one problem with this one. No one will do this one on purpose only to get 6 achievments done for mini pet, and not many will do this for these points.
So it’s an achievment that will cause major problem to completionists (mostly guys, who try to compete on leatherboards), rest will not make a huge deal of it.
That’s something I would ask ANet to think about. That kind of achievments mostly gives back bad memories. People, who like playing southsun survivor will get Loot Bag for every 6 games, with no ap as reward. That’s pretty ok. For others we’ve got achievment to play 15 games, so even people, who don’t like the game will be able to complete it.
It’s still better than collecting x amount of sth, like it were in previous realeses, because now people, who want to get this, need to play with others, which creates better mmo experience (since people don’t have to run solo everywhere). Still not good to consider it a good achievment idea.
“Spawn champion karka” would be better achievment in my opinion. Spawn 5 champion karkas for tier 3, with 5 ap reward.
@ronpierce.2760
Then we’re back to sth else. Should a trait be balanced for low-level play mid-level play or high-level play? Because it’s obviously op for low- and mid-level, that’s for sure. I played a build with healing bombs and ar before latest patch and laughed at many people trying to kill me without knowing, how it works. But since yoloq pair me with top1000 or even top100 players, I’ve seen how they can outplay this kind of bunker. They didn’t complain even once.
As for the cooldown on trait: not everything has to get cooldown. Look at bunkerish eles builds – healing a condition on every regen applying and lots of abilities leading to that. + evasive arcana with healing. Should it all get cooldown, because it easily outplay many mediocore damage builds? I think not.
Still appreciate your efford on trying it out, and getting an idea to improve a trait. I feel it’s still not even close to making it resonable to take instead. This one trait now still makes few engis moderate good close point defenders. Of course, if engi will get few changes here and there, making it easier to get a good bunker, the change should get changed. But not until then, especially with current abusing condi spam meta.
Why is current meta absurd for engis? Because as bunker you use block from shield #5 and tool kit #4 (gear shield), which is super easy to be countered by any necro – unblockable marks. Don’t get me wrong, I love unblockable marks when I play my necro, but it just feel too op in current state of necro traits.
I posted few times info about possible counter. How can’t you see that? Berserker power + condi necro will do just fine.
Sorrow, I’m still waiting for invitation for a duel. I can stream it and put on this thread. Just for everyone to know, why you’re not the one, who should complain about state of the game. Whole thread is about you, whining about stuff you refuse to counter with your build.
Show us real tournament fight, where as ar engi you can really compete.
Nakoda +1
Yeah, Stealth, sure.
Keep thinking that rock, paper and scissor is a competitive game.
Is there any tournament of rock, paper and scissor? Where can I enroll?Is not that why Bunker role exist? Explain to me why Bunker should not be able to 2v1 or stall for time?
In fact, no bunker is able to stay alive against two, or even one good players.
A bunker is capable to stay alive against people who use their rotation without thinking, realize that the enemy is still alive and then say “omg, this guys is unkillable!11”.
About that tourney: http://en.wikipedia.org/wiki/USA_Rock_Paper_Scissors_League
/irony
I need to feed that troll, just bought new food.
If you’re thinking that bunker only outplay bad players then you didn’t ever see good bunkers. Good guardian is unkillable in 1v1 by thief. Good engi without ar is unkillable by power / crit thief. And yet they don’t whine on the forums, that protection is super op (ok, they sometimes do, but pretend they not to, just for proving My point).
Yet bunker can’t kill you, so everything is alright. How many builds can counter good bunker? There’s not many. Teldo is crazy good player, that’s why he outplay bunker guardians. Not because his build is that good. Other builds mostly don’t even start an 1v1 fight with bunker, because it’s just stupid. If you’re not traited for hybrid damage, why should you win with someone, who’s traited for full toughness & full vitality? And any necro traited 30/30/10/0/0 should be able to kill a bunker in 1v1 nowadays. In fight vs ar engi they have to spam marks, which are unblockable (ridiculous), so it can’t be countered by blocks, and after that just use ds#4.
I played more than 1k hours on my necro, so maybe I’ve got enough knowledge to say, only by looking on video, what build someone has, and if he’s playing good. You’re proving nothing here, just whining. Make ar engi and duel me anytime you want.
I really love to see some top players making here some statements. I remember when Xeph was in State Of The Game, and was only one asking questions community wanted him to ask.
They refuse to adapt, because current meta is ridiculous. In one patch they gave too many offensive, uncounterable stuff, and only a little defensive and reactional stuff. Reactional skills made this game how it was since beggining. (Regarding some weird things like moa from stealth).
If, in the latest patch, every ability, which could cleanse conditions, were buffed to cleanse two times more conditions, we could talk about stuff getting balanced. But no, we’ve got new condi burst stuff, which is too easy to play and too hard, even for skilled players, to counter.
I’m playing pve, pvp and a bit of wvw, and seen how meta changed in pvp and wvw. My friend, who owns a warrior, tried to make a built on his, making him able to cleanse most of the condis necro deal, but it’s nearly impossible. And that’s messed up.
What are you talking about, man?
It’s you guys who are spitting always the same sentence to justify a stupid and skill-less trait.What you guys have to address isn’t why AR should be on the engineer with stupid arguments regarding poor condition removals (which is false, by the way), but why a skill that grants 100% automatic immunity to conditions when under 25% HP should be in a competitive game, which is something none has addressed it yet.
That skill is broken as any extreme trait which doesn’t allow counterplay is. If I run a condition build, I have a chance against any profession. Even against an Elementalist with loads of condition removals. Even against a Necromancer, which cleanses all the conditions and send them back.
That chance does not exists on an AR engineer because it is designed stupidly.It is automated, it grants 100% immunity and it doesn’t offer any chance to a condition build. Something like that shouldn’t not exists in a “competitive” game.
It’s not my fault if you’re so blind to see how stupid that skill is.Even that, jportell, you are the last people in this forum I’d like to hear talking about balance. You’ve always been spoilt by the profession you’re currently playing and you really didn’t brought a real counter argument to why that skill exists.
I don’t care how poor condition removals on engineers are (which are not, anyway). If you think they needs better condition removals, then redesign that trait to make something less stupid, like removing 2 conditions every time they switch kit with 5s internal cooldown. Something that doesn’t grant complete immunity, something that is controlled by the player and something that allows counterplay.
Something, what was mentioned in this thread like thousand times: wait with your condi burst for a moment, when engi has about 40% hp. And his dead, because he can’t clear all damage condis with longer duration. If you want to kill a bunker you should go full glass, that is how it’s balanced. If you’re not taking full glass canon, get an ally.
Necro 30/30/10/0/0 should easily kill engi bunker. You can easily get bleed, poison, tornment and burning traited. No bunker engi will cleanse all this condis and remain under 25% hp, because most of his cleansing skills heal him. Fighting ele would still be much harder, because of passive condi cleanse, like cleansing condis on regen apply. Ele is hard to kill, engi is meh for skilled player. If you can’t kill engi, who has no real passive condi cleanse, you’re bad player. That’s your problem. You’ve got several other problems, like refusing learning with help of other skilled players, and lack of ability to discuss on forum.
Little hint: you shouldn’t be able to kill bunker 1 v 1. And they shouldn’t kill you either. That’s how it works, and ever worked.
I played engi bunker before big balance patch, and yes, using this trait I could even stand vs 2 necros. You know why? Because they were bad players, who didn’t know, what’s going on. I even had some successes vs mesmers and thiefs.
You know what countered me? Hammer guardian. I didn’t have stability and they could just throw me away from point.
I recently started running hgh, because it’s much easier to faceroll bad necro with dps. Same with every other bad players.
Really fun build. I love theorycrafting you made with kit refinement usage. I think about changing ft for rocket boots for extra condi cleanse (that’s important, when you get stuck in enemy zerg) and blast finisher. When running with zerg I usually blast as last on static field to give that area swiftness. You could even make blast finisher on water field, leap to enemy zerg, place big ol’bomb and then go back to your zerg with shield #5.
I feel that this little change made many people realise, how awful “gw1 vets” are. All these posts about, how much stuff you should get, because you played different game… it’s just stupid.
I’m sick of your attitude, so called “gw1 vets”. From whole thread it looks like you’re a better race, because you played another game before. [sic!]
As for leaderboards: no one should change the rules of a match in the middle of it. If you’re doing such things, you should either make it more viable method of measurment, how much I invested in this game, or delete it. There’s no leaderboard that makes sense now. PvP? You still get matched with random ranked players. WvW? Same thing. AP? I can’t compete with people, who had played gw1.
But if leaderboards stay unchanged… What’s next? Maybe ANet should start giving 100 AP fo every 1000 gems, bought with real money? “gw1 vets” should say it’s a good idea, because everyone, who supports ANet, should get more and more rewards for doing it.
Another fix would be to make Elixir S (and mistform) also clear damaging conditions (burn, bleed, poison, torment, confusion). With Cleansing Formula 409 you can shed one of those conditions off of the Trait but for the rest you’re on your own.
The other option would be to give these forms unique skills like literally every other form in the game. Moa Morph doesn’t nerf skill usage as much as Elixir S and its an OFFENSIVE skill. As a matter of fact, the way to really wreck a Engineer is to wait until they come out of Elixir S, and Moa them. Talk about screwed!
I feel that cleansing damage conditions may be a bit too much, since elixir C is made to do it.
I have one problem with engineer, trying to bunker now. After nerf to elixir S and mist form, related trait became pretty useless (it can kill you if you’ve met condi spec). Elixir S is cool, but could be a little redesigned.
Is there a reason, why you can’t get out of transformation? 3 seconds with conditions can kill you, and you can’t do anything, but if you could just transform back, it could be really cool, and not OP (as it was before nerf).
That’s just a random thought, but could work.
Stop whyning, run and activate all holo nodes. After few minutes it’s back to normal 50/50 chance.
It’s the way they programmed it – decision if it’ll be holo minions or pirates is made during spawning, not while player comes closer. As few mentioned above – the problem is players, who don’t activate holo nodes, look for pirates, and after that change map.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Engi-Automated-Response-is-Overpowered/
it was mentioned in both of these topics. Still no one can prove, how it worked. Now it makes you immune to new conditions when under 25% hp. Work better on math, if you can’t get this.
Condi duration of your opponent doesn’t matter once it’s on you. For example: necro put 5 seconds of bleed on you (with help of longer condi duration). Once it’s on you 5 seconds is 100% duration, and the -100% = 0 s of bleed.
I still feel it was silent nerf, because before I saw how it cleansed all your condis once you’re lower than 25% hp. Some people say, that it worked the same.
@Ostricheggs: I’m pretty sure it cleared all condis at 25% hp. I’ve been running full bunker build with this trait for more than 100 tourney matches. I can’t provide video, so any argumentation from my point can’t be proven. If you can provide a video, using this trait before patch, please do. If not, only devs can clarify it.
Best regards.
Divus
@Manuhell: this trait was nerfed with latest patch. Before it cured all conditions at 25% hp and make engi immune to conditions as long as they’re lower than 25% hp.
It was resonable option to take as bunker engi, but with current amount of damage over time conditions, it’s kinda weak. Engi won’t last long, even with this trait, as a pure bunker.
To OP: this trait was ultimate counter to condi burst builds, and it was on same tier as hgh, so no dps would take it. It was really good, maybe a bit op.
There’s a huge fail with ability to counter condition builds with Automated Response. With recent nerf, not mentioned in patch notes, it doesn’t cleanse conditions at 25% hp, so for grandmaster trait it works a bit like elixir S trait for engi bunker. You can’t be viable, because necro can counter every action you make.
1. Is this ok that necro can now make almost 4 second fear chain with doom, staff#5 and spectral wall? Isn’t it op to one class to have so much control? (my main is necro)
2. Why we’ve seen Automated Response (Grandmaster engineers Alchemy trait) nerf? After Elixir S nerf, and with new overwhelming condi burst builds, it feels that was last good party of bunker engi (on semi competitive tournament matches). Now it fells like engis have to take elixir for condi cleanse, because turret clear only 2 of them, and elixir gun doesn’t do much about it too.
3. Don’t Johnatan Sharp feel that they’re not making more builds viable, only making current builds useless, forcing us to make new builds and create new meta?
4. Why, again, all these nerfs were made to pve also? As a both pve and pvp player I feel like this nerf destroyed my hgh pve build, without giving my engi anything usefull for dungeons / fractals. Turrets and gadgets are still pretty useless there.
I feel like Automated Responce is is pretty useless vs condi builds. It doesn’t cleanse your conditions when getting under 25% hp, only taking down new ones, but not always.
That little change nerfed my whole pvp bunker build. It just seem it’s not viable anymore, since we don’t have good counter against condi burst builds, like hgh or potentially new necro builds. We’re coming back to randomness of engi, where your condi cleanse, if you’re not taking elixirs, only depends on luck (like light field + 20% chance of combo finisher from pistol). After elixir S nerf, elixir R nerf, it looks like ANet doesn’t want engineers becoming bunkers.
I feel like bunker engineers before patch had their niche, because they could survive a lot with protection and with automated response. Without that I can clearly see that it’s better to take any other class with access to stability.
I mean, I want to ask ANet, how I should make a viable bunker after all these changes? Is it possible? Or we should try “smash your button faster” dps vs dps game?
(edited by Divus.3175)
I’m playing two classes, and have another on 80 lvl, so I start to understand them. But there’s huge “but”. I don’t get, how can they make more viable builds, why nerfing the existing one to the ground.
I look at my necro, with almost standard condition / half-bunker / corrupt boon + signet of undeath + epidemic + plague. With recent changes it’s not viable anymore, since I can take mesmer to strip of every boon with shatters and rez people with no cast time.
I’m know, that we have another condition, but without ability to customize, which boon I want to corrupt I’m getting closer to engineer state before buffs – totally random skill, which is less viable than well of corruption now (since it convert same amount of boons, but on AoE).
3 second cast time is ridiculous, because it’s cast time was the reason it was useful on pvp (pve too). Cast time is one of the reasons why elementalist doesn’t use rez skill.
I would love to hear reasons why break stun was changed, and how they see new builds on pvp. What they wanted to nerf, and why. On engi I don’t have anymore break stun on elixir R, which makes sense only for hgh engi. In the meantime I’ve got useless break stuns on weird skills, like gadget or turret. I don’t want to mention (possibly unintended) healing mist break stun, which doesn’t trigger elixir traits.
And so on, and so on.
They’re convertable. You’ll get one of every type and be able to put this on any other helm, or convert to pvp.
There was a bug, that caused some people to get it during first day, so I checked it out by myself.
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revivesonce all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
You single? but seriously thats a pretty awesome idea …. I like it. Numbers can be tweaked of course but yea.
Tourneys without rating changes would be better result. Hot Joins don’t teach you how to play in tourneys, so whole idea of putting this kind of achievment is kinda ridiculous.
Rest of the fights and summary.
Usually I try to adapt my skill rotation to current situation. There will be some problems with condi burst and stuns. It has not any stun breakers, because most of the time protection will do it’s job, and otherwise there’s nothing I could do with other build. I’m there to hold point, so Elixir S does’t bring anything for me (nor one from traits, nor one from utility). I used to run with elixir S before nerf, but now Gear Shield took its place. I used to run elixir based build, but I didn’t have huge luck with Elixir R toolbelt skill, so I choose not to run with it anymore. Refilling your endurance is cool, but I get this from perma vigor.
Oh, perma vigor. You’ve got to change your kits a lot, event for a second to put boons on you again. Even if you’re not fighting anyone change your kits often, because longer boon duration from traits will give you extra few seconds after few rotations (it can save your life).
I’m not afraid of necros – main problem of bunkers, because most of them won’t use corrupt boon just for 3 boons (swiftness, vigor and protection), most of them don’t run well of corruption. I have problems with good power build thiefs and condi thiefs (which I still can kite for quite a time). Mesmers are pain, because they sometimes interrupt your gear shield block and burst you down. Engi can be a pain, but it’s rarely to see good one – I can always use Magnetic Shield to reflect projectiles, sometimes their Throw Shield get reflected, so it’s pretty funny. Rangers – same thing as engi, some has more dodge and condition, that I can handle. Guardians don’t have enough stability for amount of my cc, eles are the same.
Ok, that’s it. Hope you’ll find this build interesting. Sorry for any language mistakes – my main language isn’t english.
Divus
Hi, I’m Divus, my main is necro, but since I did get my champion phantom title, I started playing engi. I’ve got 80 lvl on pve and got more than 180 wins on tourneys, so I think I know a thing or two about this class.
I play on EU, mostly solo(yolo)q, occasionally premade with my friends.
My build:
http://gw2skills.net/editor/?fcAQJAqelIq6ZH5yuF1LJxoCdOkiCbYRPyv+d8nCyF-ToAg2CrI2RtjbHzOydseNaY+B
Base of this build is protection from traits and runes, and a lot healing from healing turret, area healing from blast finishers and super elixir from elixir gun. Second important thing is perma swiftness and vigor – I can quickly get from close point to mid to help guys there and dodge a lot.
*General strategy. *
Obvious thing, I won’t kill anyone, so my team have to decide, where they need full bunker with aoe healing. I love going to mid, because I can get perma swiftness just from changing kits, so I’ll be there before opposing bunker, and can start with few knockbacks. I stay there for the whole fight, and maybe for the whole game.
General rotation.
If I’m opening 1v1 “fight” (It’s more like sumo fight, because I only need someone to get outside the point, not to kill him), I use magnet from tool kit, dodge closer to point, put caltrops (2 on tool kit) for cripple, glue bomb (5 on bombs) for immobilise, and magnetic shield -> magnetic inversion for knockback. After that I usually put Big Ol’Bomb and if I’m hit I spread Regeneration Mist (F1 skill) for area healing. After that I can only put some conditions, mostly confusion.
Confusion rotation is Static Shot (3rd skill on pistol), Pry Bar (3dr skill on Tool Kit), Concussion Bomb (3rd skill on Bomb Kit). Then maybe Static Shield -> Throw Shield for double 1s Daze or 2s Stun on hit. After that I usually wait for my cc skill and make my cc rotation once more.
On 1v2 fights I think more about surviving, so I’m focusing mostly on cc, blindness and healing rotation. You can get blindness from Static Shot and Smoke Bomb. If I meet power builds I mostly don’t have to care, because of my protection buff. Thiefs and Warriors will start with huge criticals and stuns, so it gives me few seconds of protection, which will eat most of their damage. After that I can go with my confusion rotation and occasionally blindness. If it’s needed I can use Gear Shield (4rd skill on Tool Kit). It can be amazing if you’re getting pin down by thief or warrior, it buys you few more seconds before your healing turret come back from cooldown (from trait).
Heal.
Maybe one of the most important thing is healing. Healing turret heals you for almost 3k instant, and additionally 3k from overcharge skill, and it spread huge area 3 second water field, which you can blast by detonating itself, putting Big Ol’Bomb before, 4rd shield skill or Acid Bomb (4rd skill on elixir gun) or your elite Supply Crate (I’m trying not to use this without water or light field). Remember (Koroshi shown it on one of his videos) that if you detonate your turret it’ll be on cooldown for 5 more seconds. Area Healing from blasting water field heals you for about 1k, so sometimes 5 less seconds of cooldown gives you more than this one blast. I sometimes use Regenerating Mist with Acid Bomb for area healing too (You have 1 second to perform this so you’ve got to do this quickly).
Overcharging your turret will cure 2 conditions from you and your allies. Super Elixir cures few conditions on use too (not shown on tooltip of this skill) and creates light field (physical projectile from 1st skill skill of Elixir Gun, Throw Wrench (F3 skill in my buid) or 1st skill of pistol cures a condition on light field too). There’s Automated Responce, which makes you immune to condtions when your health reach 25%.
I usually don’t see my regenaration, because I have it most of the time from healing turret, overcharging it, Regenerating mist, Healing Mist (F4 from Elixir gun), trait, and maybe some more, which I couldn’t count. It’s not as good as beastmaster ranger regeneration, but it’s still there.
This 1 min. 30 sec. are to talk about tactics and change builds in the meantime. Use this time, and know more than one class with one build.
Light field + blast finisher. 3 or 4 times everyone in the fight times retaliation damage – it’s getting crazy for engi. Think about getting mesmer with retaliation on his clones.
Anything reflectiong projectiles is going to kill the engi too.
PVP sclerite shield has additional defence stat +61 to armor, and I’m not able to put sigil into it.