Showing Posts For FluffyFox.2756:
Ah, I’ve seen people dropping FGS’s before, but they just get picked up so fast xD I’ll have to ask specifically, then. Thanks!
I guess my dinky shortbow simply doesn’t do enough damage, then. I guess I’ll just have to commandeer a ram to be able to deal enough :P
I was worried that might be the case ._. I don’t want to have to take a ram from a more capable individual with ram mastery. What about catapults or other siege equipment? Anyone know if those apply?
I have been roaming with small groups to capture objectives that are left unguarded, and I definitely am dealing damage to gates, but whenever the gate gets destroyed, I get no credit. How do you get credit for this achievement? Do you have to be the one manning the rams? ( I can’t, I’m too squishy! ;~;) Do you have to deal a certain amount of damage? Do you have to be the one to deliver the final blow?
Someone please help me out
It has nothing to do with skill, it’s simply a quality of life improvement. Fighting against the UI or the control scheme of a game does not mean the game requires more skill, it just makes it feel clunkier than it should be… and GW2 is already plenty clunky for an “action oriented” game.
So, I don’t know if this annoys anyone else, but for ground-targeted skills, if I’m trying to do something really fast, like a teleport or shadow step, it irritates me to no end if I accidentally click just barely outside the range and it completely cancels the skill, so I have to try again. Would it be possible to add in a game option to allow skills cast outside of their range to instead act as though they were simply cast at their max range?
Does anyone have any questions, comments, agreements or disagreements?
Would love to hear it.
He’s talking about the camera, how it’s always pointing towards the ground, and there’s almost no reason to do otherwise – in fact, usually angling your camera upwards puts you at a disadvantage. It’s a shame the camera implementation was so badly done in this game, I was really hoping for a more action oriented game, but i feels like a standard MMO, control-scheme wise, but with more moving involved.
My opinions:
1) No, there is no turret build that does not suck. That goes for both PvP and PvE. However, some builds you can probably fit a turret into usefully.
I ended up stopped using them altogether. They’re too clunky aind ineffectual for me to worry about, I ended up doing one of those bomb healing builds… which was okay I guess, but I just don’t play my engie anymore.
2) You are not really forced to use kits. But realistically you either need at least one kit or have to go full elixir build. Gadget builds usually need a kit to make them work.
I guess I don’t necessarily mind the prospect of having just one kit… but I still feel like even with one kit, even with the wrench kit which is designed to heal turrets, it’s still not the greatest build. Heal turrets with the wrench? what a joke. They die in one hit anyways.
3) If you don’t want to use kits, you are better swapping class than build. It’s kinda like saying you want to play an elementalist but don’t like attunements.
I did swap classes. My thief is tons more fun than my engie. However… that elementalist comparison isn’t any good. I think players should be able to invest into just two attunements if they want, but there’s just such a heavy focus on having arcana in every elementalist build ever that it’s just not viable.
@ Keen: That build looks interesting, I might just try it out after the next balance patch.
(edited by FluffyFox.2756)
I suppose yeah, the engie did kinda just stand in one place the entire time during the promo vid… but, it also did basically show the turret killing off enemies just about as fast as the engie could, all on its own :P
I actually didn’t follow Arenanet’s base “plan” for engineer very closely – all I remember back before the game launched was a trailer showcasing the engineer, and it made turrets look kitten. I thought to myself, “I want to be a turret engie.” Obviously things didn’t pan out that way, I feel like turrets just aren’t viable PvE. They have too many cons and not enough pros.
I, too, have been experiencing frequent disconnects for no reason.
@ Galtrix: I was thinking the same thing… then again, I don’t want to blow ALL of my laurels on T6 mats. This is mainly due to the fact that I feel like eventually more stuff will be added to the laurel merchant (I hope)
@ Redenaz: I already have my ascended trinkets and junk for my main, and I have no alts I care enough about to upgrade them with ascended stuff. I was thinking the dyes might also be pretty fun to buy… but, I’m not sure if the potential profit on dyes would be better than T6 mats. I also have no need to waste laurels on obsidian shards, I have a fair amount of them already and I’m also sitting on about 3 million karma.
@ Charak: Oh, interesting… didn’t know you could buy WvW ranks with laurels. That could be something to look into…
Is there a turret engineer build that doesn’t suck in PvE? Engie was my first class when the game launched, I eventually got it to lvl 80, but it was a long and disappointing path, since I was only wanted to be an engie because of turrets… but, turrets just don’t seem viable. They die way too fast, not mobile, bad damage, their utility belt skills aren’t the greatest…
I really don’t want to be forced to use kits just to be decent, that’d be like if warriors needed to take signets if they don’t want to suck, or if thieves need to take tricks to not suck. Also kits cover my weapons and backpacks, they’re super ugly :/
So, I’m sitting on 334 laurels, and I was curious as to if any of the items the laurel merchant sells are actually worth getting… specifically, I would like to know if the Heavy Crafting Bag is worth getting, the wiki says it only comes with 3 random T6 mats… but, it does only cost 1 laurel.
I was also probably going to nab the two minis, just because.
Bump!
/15characters
noticed that i had to rip boons off of a guardian in order to soften it up with S/D on my thief…was with another guardian, we were against a mesmer and a guard. both repplaied boons without a problem, really glassy however i dont see where S/D Larcenous needs a change at all if its a negative change…if anything it needs a buff , a slgiht buff to actually assist in softening up targets more, theyll just easily reapply buffs without a problem..
WHERE…is Larcenous “OP”…seems to be Underpowered if anything.Pretty much this exactly, in its current state you can burn all your resources cleaning someone of boons, and 3 seconds later the guard/ele/eng/mesmer will have full stacks of everything again while your at maybe 20% initiative. Thats why it was not a worthwhile counter before the buff, and it will again be worthless if its changed as suggested
That is just not true.
Nice counter argument! :P
If they’re going to nerf larcenous strike again, they’d better make it faster, or cost less initiative, because as it is now, it’s a total initiative drain and it’s really slow compared to the old flanking strike, even though the old flanking strike only stripped one boon, it was inexpensive and quick. The nerf to Larcenous strike could make it almost worthless.
Why? It’s really hard to delete exotic or better items. A prompt comes up asking if you want to delete it, and then you have to type in the FULL NAME of the item, case sensitive, into a box to delete it. I think if you accidentally delete your legendary past those safeguards, well, you probably deserved it :/
I kind of wish legendaries would come in “sets”… Like, most weapon skins. Like, if I wanted a matching MH/OH set without it being the same weapon (like, sword dagger). Or, wouldn’t it be cool if there were Twilight variations of every weapon? Something you could really design a costume around. As it stands now, you can only really design a costume around ONE legendary, and it has to be a two-hander.
Thanks a bunch, people
Solid advice.
As the title says :) I’m just wondering, because our guild is tiny, and we’d really like a bigger pool of people to do fractals, dungeons, and wvw with, and hopefully eventually if we have enough people, we’d like to do guild missions :)
The problem is that it’s hard to make friends on GW2, and, that everyone seems to already be in a guild, and if you’re in a big guild, why the hell would you want to join a tiny guild that can’t even get commendations? :(
Bump!
/15characters
Looking for a fun-loving guild?
So, I’ll get this out of the way. Our guild is tiiiiny. It mostly consists of friends that know each other pretty well.
We would like to see some new faces, though, and we would like to run dungeons and other group activities on a more frequent basis! Our guild leader is big into PvP also, if you like that sort of thing. Please drop us a line if you’re interested in being in a laid-back guild with easy to talk to individuals!
We do not require that you rep at all times, but if we’re exploring or doing a group activity, it would help greatly if you did!
I’m hoping they improve turret traits for engies. I haven’t touched mine since I hit 80 on it, and it was the first char I made, but turrets are so disappointingly pathetic that I haven’t really felt inclined to play engie at all. People say kits are the way to go, but, I wanted to play engie for the turrets, as was showcased before the game even launched.
I cannot count how many balls exactly turrets currently suck, but I imagine it’s in the 10,000+ range.
Nice
I was hoping to win a mouse, actually, mine’s not the greatest xD Congrats on the prize, though
Same here
I was really disappointed that it was so hard to hear!
I think someone even asked about Engie turrets, which has been a hot topic for me since the game’s launch!
Any news on if that video will be posted yet or not?
Yes, actually. There was a video of the Q and A that was done, I’m sure they’ll post it
Just got back from the Meet and Greet in Seattle, had a really good time 
Special thanks to Evan Lesh (“Evan Number 1”) and Evan Teicheira (“Superior Evan”) for being super fun to talk to. 
Special apology to who was mysteriously referred to as “other Evan”, whom I did not get to meet.
Great big thanks to all of Anet staff for hosting the event! I hope to attend any additional ones you may hold in the future!
Edit: Oh yeah, to the extremely nice Arena Net lady who took our picture with Evan Teicheira (I’m the d-bag with the black cap, and my girlie is the asian chick with glasses) please post it!
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What annoys me even more than needing an invisible bag so my mini doesn’t get deposited, is that every map transition I have to whip it back out, and I often forget to. They should just give us a mini equip slot, so we can always keep a mini out and not have it take up space in our bags.
Haha, that’s such a load… Here’s to hoping the December updates fixes that.
Thanks tulisin, I’ll try that out when I get the chance.:)
Well, it seems that all the other classes have a good number of builds available to them, but thieves feel like a one trick pony. I do like sword/pistol a lot, but I don’t know how to build my traits to compliment not being burst…
Is anyone able to assist?
Heh, that’s funny, because as it stands now, s/p is my favorite weapon set. Are there any trait builds that will be good for it, though?, I’m particularly concerned about being bulky enough to not need to kill the enemy really fast before they have a chance to deal damage back. I also wish pistol whip was a more utility skill, it seems really bad for damage and it is a crappy short stun that locks you in place
So, I was wondering, are there good non-burst builds out there? I feel like the thief is kinda pigeonholed into going burst simply due to how the initiative mechanic works.
Though, I have never been partial to condition builds either. So, I’m wondering what other options thief has out there.
Any help is appreciated! Thanks!
Haha, why would I mind?
feel free! I just thought it would be fun to do.
I don’t know. Just for fun. I wanted to play a lightly armored swordsman class with lots of finesse. No class in the game really fits that niche for me…. Not even this one, but, it gets close. If there were active block and parry mechanics, it would be perfect, but as it stands right now, thief relies way too much on stealth. This build is difficult to use because of that.
So, I was disappointed to find out that no class in this game is kinda like a Fencer or Musketeer type class, so I decided to make my own, using the game’s own limitations to do so.
Here’s the “rules” I set up for myself:
1.) All chosen weapons, skills, and traits must closely match what the Theme Build’s goal is.
2.) All chosen weapons, skills, and traits must have a brief description of WHY it fits the Theme Build.
3.) The Theme Build must be as viable as possible for PvE, PvP, or WvW while still fitting the theme!
4.) The theme build must be FUN!
So, without further adeui, here’s my theme build…
The Musketeer
Base Class: Thief
Class Feature(s):
Steal – A Musketeer must be clever and resourceful, sometimes a foe’s weapon can easily become your own!
Initiative – As ferocious as a well-trained Musketeer can be, one must always be mindful of their own physical limitations. Mastering one’s stamina can help one to achieve victory.
Weapon(s):
Sword/Pistol – A Musketeer’s bread and butter. Although fencing is the Musketeer’s primary skill, one must always be mindful of their enemies and be prepared to engage enemies at a range.
1 Slice, Slash, Crippling Strike, Tactical Strike – The most basic of swordplay techniques, but, among the most effective.
2 Inflitrator’s Strike – A Musketeer can move quicker than the eye to engage their foes face-to-face.
3 Pistol Whip – A quick strike with the butt of your gun to catch your foe off guard, followed by a flurry of blades. En guarde!
4 Headshot – Sometimes all it takes is a quick, painful diversion to turn the flow of battle in your favor!
5 Black Powder – An excess of gumpowder can prove to be a useful tool to save onesself from harm.
Pistol/Pistol – Sometimes it is disadvantegous for a Musketeer to be in the thick of things, or perhaps an enemy is simply out of reach. Sheath that sword, and pull out your other gun!
1 Vital Shot, Sneak Attack – In addition to being master fencers, Musketeers are also master marksmen, as demonstrated by these basic, extremely well-aimed attacks.
2 Body Shot – Rend your foe’s armor with a well-aimed shot!
3 Unload – A hail of bullets works almost as well as a storm of blades… almost.
4 and 5 – see above.
Utilities:
Withdraw – If the going gets tough, the upper hand can be achieved with a backflip and a bandage.
Haste – In moments of extreme concentration, a Musketeer can unleash a flurry of blades like no other.
Signet of Shadows – Musketeers are trained to be light on their feet. This is handy for evading, as well as engaging foes.
Shadow Refuge – A Musketeer must be prepared to protect allies, as well as onesself.
Thieves Guild – All for one, and one for all! Three Musketeers, strike!
Traits: (20/20/0/30/0)
Deadly Arts – +200 Power, +20% Condition Duration
Minor Adept: Serpent’s Touch – Coating your gloves in a fine poison can prove useful against foes that go toe-to-toe with you.
Major Adept: Mug – A Musketeer cannot afford to be light-handed when wresting a foe’s weapon.
Minor Master: Lotus Poison – Apply a more poweful poison to your gloves.
Major Master: Combined Training – A Musketeer is a master of many weapons, especially when used together.
Critical Strikes – +200 Precision, +20% Critical Damage
Minor Adept: Keen Observer – If a Musketeer feels safe, one can plot their attacks with more precision.
Major Adept: Pistol Mastery – Rigorous training with firearms has made you a crack-shot.
Minor Master: Opportunist – Hitting a foe’s weak spot fills the Musketeer with great joy, and helps them to fight even harder.
Major Master: Combo Critical Chance – A Musketeer feels right at home wielding two weapons, and can easily catch a foe off-guard.
Acrobatics – +300 Vitality, +30% Boon Duration
Minor Adept: Expeditious Dodger – Mastery of swordplay is not simply about offense – one must be careful to not get hit as well!
Major Adept: Power of Inertia – Fencing is all about positioning. Quick movements can confuse a foe, opening up potential weaknesses.
Minor Master: Feline Grace – Musketeers take great pride in being nimble.
Major Master: Quick Recovery – Musketeers often undergo rigourous training to improve their stamina.
Minor Grandmaster: Fluid Strikes – If a Musketeer is constantly on the move, then victory will surely be theirs.
Major Grandmaster: Assassin’s Reward – A rush of adrenaline as the Musketeer attacks can cause their wounds to sting a little less.
Thanks everyone! I made a thief, hopefully it plays well
So, I’m tired of playing my Engineer, I feel so weak all the time, I mainly wanted to play it to use turrets, but they pretty much suck, and kits are no good either, except for grenade…
So, I want to make a new character. Is there a class out there that’s kinda like a fencer? Quick swordsman with a lot of movement perks, finesse, and style?