The necromancer
-Will never be desired in dungeons, unless they receive a Cleave skill.
-Will never have any use for boon removal in PVE, unless boon removal actually becomes a thing in PVE. Right now it is irrelevant.
-Will never find a good use for conditions in PVE, unless PVE is changed to be not so anti-conditions. The condition cap has to go.
-Will never have a use for control skills in boss battles, unless Defiant/Unshakeable is changed. Right now control skills are rendered useless against bosses.
-Death Shroud will never work well, unless is changed so that it no longer is an obstruction to our class. We should be able to heal in DS (untraited) and we should be able to use our utility skills in DS.Our class is fundamentally broken in PVE from the ground up. The entire design of PVE contradicts our class’ core features. And yet with any balance podcast, our class is quickly skipped as if it does not matter.
We necromancers feel like a neglected child.
There might be a light at the end of the tunnel. One of the guys in the stream mentioned offhand during the Ele part that their lack of boon removals will start becoming an issue with upcoming content, which makes me think the opposite is true, and professions with good boon removal will start seeing more demand for that part of their skill set in PvE.
Also, there are already monsters- namely the partially digested husks that appear in the Triple Trouble world boss in Bloodtide, that are nigh-invulnerable to direct damage, but melt to condition damage. While I agree that condi damage mechanics need to be tweaked to be more viable in content where direct damage currently dominates (and that Necros need a little help in doing direct damage on top of that), it is something of a start.
Redeploying turrets as you describe it sounds nice, but I think it might work better as a trait, instead of a basic feature.
Right now, a good engi with the right turret build can hold a point pretty much indefinitely against just about any one attacker, and can last pretty long against two, as long as a staff ele or a condi-focused build doesn’t show up. Giving that sort of build the mobility to chase other players down without exposing themselves might be a little too good, unless they have to give up something else in the trait tree to do so.
I think Engineer’s greatest strength is a surprising amount of flexibility in what they are capable of, especially with their kits and toolbelt skills (also, many, many forms of knockback). It can give them the ability to respond to multiple kinds of challenges in a single fight, or go hyperfocused for a single role that can compete with other professions (like the new turret bunker meta, which amusingly enough, most Engineer would never consider using turrets outside of spvp) though usually with harsh drawbacks (most turret build running around have only Self-Regulating Defenses as their stun break, and Healing turret overcharge with the minor Alchemy Master trait for condi removal).
The weakness is… the flexibility. Unless you know what you are doing, it is very easy to fall into a “Jack of all Trades, Master of None.” mediocrity, even if you are just shoring up the weaknesses that a focused power or bunker build might have. It’s very often a choice of doing one thing very well to the exclusion of anything else (including, in some cases, stun breaks or condi removers), or covering a lot of things, but rarely doing any one thing well enough to compare favorably with another profession.
EDIT: Speaking if kits; Hobosacks! Is there any chance at all for making them optional?
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I’m thinking if it goes in “Inventions” no one will have a problem with it. Why? “Alchemy” has “Experimental Turrets” – Couple those 2 together and you have walking boons. I don’t see a down side? And don’t say that this is OP at all – spirit ranger (as you mentioned) is the same concept.
Spirits have a finite active time before they despawn and you wait 25 seconds (3 min for nature) before you can bring them up again. they also don’t have an autoattack, or any way of dealing direct damage at all save 1 ability on 1 spirit.
Don’t play other specs (decap, turret) as there is already too much filth polluting GW2 PvP….
As someone who mains engi, plays engi more than any other class, and have done so through all the lows, I personally am going to milk Engi Turret Bunker builds for all thier worth. If that makes me a terrible human being, so be it! I consider comments of “I hate you” from my opponents to be the highest form of praise :P
Anyway, here’s a turret bunker build, it might not be the “best” but I’ve gotten a lot of mileage out of it:
http://gw2skills.net/editor/?fdAQJAqelUUpPrVWx2KseNCdBF6V0hXI6jMkR/pAA-TJxHABns/gBnAAjLDAwDAAA
That being said, it is still worth working your way to one of the multi-kit builds hihey has mentioned once you’ve gotten used to kit swapping and toolbelt skills, as once you’ve mastered them they usually give you a more even survival rate across most builds you’ll face: any staff ele with half a brain will spam AoEs to quickly deprive you of your turrets and leave you defenseless, and even with all the fixes to turret AI and targeting (as yes, there have been fixes, that wasn’t a joke) it’s still very easy to waste a critical overcharge on a mes clone that was meant for the mes.
Engineer’s have different kits on their back?
Seriously, no one looks at the kit, or at least I don’t. You either see them with their weapons, or there are nade animations, or bomb animations, or you see the flame thrower, or you hear the elixir gun, or you see a gear shield. I have never looked at an engineer’s backpack in order to see what it was doing.
I believe you have just giving him the answer he wanted to hear.
Personally, I love having that “hobosack” 99% of the time on my engi, but I would still like the option to have it not show if/when I get a sweet back item I want to ogle at instead.
So yeah, make it an icon that shows up on our stat bar like ele attunment, and give us the option to not have it override whatever back piece we have on.
Kit damage automatically scales to your level, and to the highest rarity available for your actual character level, capping at exotic… I think. Your own weapon rarity has nothing to do with it, only the stats it gives you.
Even just tested this, swapped my dual ascended Rabid pistols for a couple of white zerkers from a weapon vendor. Damage went UP, because of the +power on those pistols, even though my ascended pistols have almost twice the base damage range of the vendor trash.
So no, having two weapons of different rarities won’t affect your kit damage, other than the fact that the higher rarity weapon would have a higher stat bonus than the other one.
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To quickly recap what you have all been saying, it looks like there are two significant groups that think they have the best solution to this issue.
The first being to scale all of the asuras up to be larger and scale down the charr and norn. The second is to turn everyone in the match into a human.
I think that there are a few things worth mentioning. The ‘generic humans from WvW’ are not like other character models in the game. They have a smaller animation set which would be unable to properly display all animations, which is exactly what the original problem is. The other thing to note is that with SAB the scaling did not make all races the same height.
Hopefully this provides some insight and can help drive discussion on more viable potential solutions.
I don’t think all characters have to be exactly the same size in pvp, just close enough that there isn’t a noticeable and obvious difference between the skill’s visual effect and the actual range of said skill.
…and if you take out your CPU’s heat sink to clean it, don’t forget to apply a new coat of thermal gel before putting it back on, or that heat sink is just a big piece of metal sitting in the middle of your computer doing jack squat.
I just mention this because it’s something I’ve forgotten before.
I have a GT 520, and I’m still using XP 32-bit (got a copy of Win7 64-bit, just waiting until Google Fiber is installed in my area so I’m not spending days downloading GW2 and all the Steam games I play) with 4G of ram.
FYI, you can just copy your GW2 folder to a new machine and run it. There’s no need to redownload it. Same with Steam installs, there’s a way to copy the games from one install to another even between different PCs, look for it on their forums.
Oh I know that. I’ve all my Steam games + GW2 on a separate hard drive since I built this computer, so I wouldn’t have to download them all whenever I reformatted the drive XP was on. It’s just that drive is long overdue for a cleanup itself, and I figure I’d do that and reformat for Win7 at the same time.
I’ll probably install Win7 first, move as much as I can over and then clean out the other drive, it’s just that the HD Windows runs off is about a third of the size of what I keep my games on, which is full, so not everything is going to make it.
Why not use both drives? I have my Windows disk and my games disk. The 600G of steam games wouldn’t even come close to fitting on the 240G Windows drive I have.
I…I do, I just explained that. I was explaining how I might reduce how much time I spend downloading all my games again by moving as many of them to the drive I run Windows on after installing Win7 before cleaning out the drive they are normally on. Though if the next thing you’re going to say is that I shouldn’t need to to more than a defrag if I never use that HD for anything other than installing games on it (which is true) I’ll probably start installing Win7 tomorrow.
Anyway, you said you started having problems on any drivers over 306.97, right? and you “fixed” it for now by setting your driver/power management to high performance?
I thought I look through the release notes of the next Win7 driver release after 306.97 – 310.70- and saw this:
Power Efficiency Optimizations
Release 310 drivers introduce power-optimizing enhancements. As a result of these
enhancements, you may notice that GPU core clock speeds are different with this driver.
For example, the GPU core clock might be faster when the GPU is in idle mode than in
previous drivers. Or you may notice higher GPU core clock speeds after closing or
opening certain games than in previous drivers.
This is because the reported GPU core clock frequency is no longer correlated to GPU
power-saving states. Instead of lowering the GPU core clock frequency, the hardware
and software use other methods to put the GPU into a low power state when the GPU is idle or in response to changing application requirements.
This ensures optimum power use while continuing to provide high graphics performance.
Sounds like Nvidia’s new power saving method either exacerbated, or brought to light some issue that for some reason only affects GW2. You might be right in it being a motherboard/PSU issue.
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I have a GT 520, and I’m still using XP 32-bit (got a copy of Win7 64-bit, just waiting until Google Fiber is installed in my area so I’m not spending days downloading GW2 and all the Steam games I play) with 4G of ram.
FYI, you can just copy your GW2 folder to a new machine and run it. There’s no need to redownload it. Same with Steam installs, there’s a way to copy the games from one install to another even between different PCs, look for it on their forums.
Oh I know that. I’ve all my Steam games + GW2 on a separate hard drive since I built this computer, so I wouldn’t have to download them all whenever I reformatted the drive XP was on. It’s just that drive is long overdue for a cleanup itself, and I figure I’d do that and reformat for Win7 at the same time.
I’ll probably install Win7 first, move as much as I can over and then clean out the other drive, it’s just that the HD Windows runs off is about a third of the size of what I keep my games on, which is full, so not everything is going to make it.
I just want to pop in and say I’ve had this problem with the most recent driver.
Thing is though, I think it was 332.21 that was the last stable driver I had (instead of the latest one that didn’t as with the OP). I’m pretty sure I skipped 335.04 to go straight to 335.28, so I think I might try going to it and see if I can get it to work with a slightly newer driver.
I have a GT 520, and I’m still using XP 32-bit (got a copy of Win7 64-bit, just waiting until Google Fiber is installed in my area so I’m not spending days downloading GW2 and all the Steam games I play) with 4G of ram.
What is you’re OS and graphic card?
I have the same thing happening to me, and I’m using XP SP3 and an Nvidia Geforce GT 520 as my graphics card. I suspect in my case the combination of an old, soon-to-be unsupported OS with a more modern (relatively speaking of course, even if somewhat low-powered) card pretty much means I’m going to get blue screen errors no matter how up to date the drivers are until I install Windows 7.
I remember trying safe mode + networking to see if that helps, but either GW2 can’t download in Safe mode, or with the drivers shut off, it can’t change the display to show progress.
However, this will be the second time I’ve installed GW2 on this computer, and was able to play it when it finally finished with nowhere near the number of crashes/blue screens (in fact, after 8 months of playing, it only crashed a handful of times, mostly during the summer when the AC died, and last month when the stacking errors and whatnot on my computer made me reformat), so I can happily inform you that you will be able to install it even under these conditions… eventually.
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Just got Mai again, and tested it a bit more. Turns out the part of the wall this happens is actually the part that’s behind the plane of the force field blocking the entrance. Also, this teleporting thing only happens when the fight is going on. My guess is the barrier meant to keep players from staying out of the fight once it starts extends into the arena proper.
Found a bug in the arena for Mai Tran’s fight. Every time I ran into the north wall (i.e. the wall directly opposite from the cliff, from just to the right of where you now enter the room to the natural rock wall as far as I could tell) I would teleport to a spot just in front of the entrance, like it was teleporting me into the place when the fight starts (which is weird, since I don’t think it starts like that anymore).
This ended up killing me more than once during a barrage phase. I would touch the wall while dodging cannons and end up in front of the door, which was usually covered in damage fields from another party member evading in front of it. Hope you guys figure it out and fix it soon.
Did you know a necro, with the right traits, can easly put 25 stacks of might on themselves and 25 stacks of vulnerability on thier target in about 5 button presses? It’s a Death Shroud build, but don’t think that a smart necro wouldn’t be able to refill his or her life force by the time the other cooldowns have reseted.
I’m sure there will be enough turnout for the first week or so for people even in low pop servers to get a chance at this, though I can definitly see how needing 40-80+ people for the new teq might not work so well after the new content excitment has died down for some of the servers, especially if you aren’t normally on for that servers peak time. Luckly, I’m on FA, where many of the World bosses can still set a zone into overflow on occassion, and the Dragons, SB and Karka Queen do so regularly.
Not sure it’s the same as the Scarlet Invasion like the OP claims though. Those fail because of how profitable it is to farm the Aetherblade events (often past thier complition) for champs, even after the Aetherblade part of the invasion is done and any of thier events left over contribute nothing towards making Scarlet spawn. With this, there is no reward until Tequatl is dead, no incentive to extend the event any longer than what is needed.
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I think you got the right idea Phineas; I wouldn’t be surpised if kits will now take the quality of your currently equiped main hand to determine thier damage range, rather than the highest quality available to you at your current level.
It’s usually a bad idea to be so specific in suggestions, unless they are asked for by the developers, because copyright law means Anet’s lawyers won’t let them touch this with a 100-foot pole.
That being said, I would love to see crossbows in the game.
Solution-give engis hammers
I want Crossbows.
I want Repeating Crossbows.
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I run the same trait build as Bloodgruve, but I do pistol/x with piercing bullets and modified ammo. I also have Speedy Kits instead of Static Discharge and Invograting speed in alchemy, which means I can have a constant vigor buff if I can keep up on the kit swap, combined with Adrenal Implant means I pretty much always have the endurance to dodge, giving me the freedom to stack more zerker in both PvE and Wuv than I would otherwise feel comfortable with.
Stomp is amazing for taking the cannon in Skyhammer.
Outside of that, I almost never have it for sPvP
Best advice I can give in trying to counter a turret build is to take out the turrets, or barring that, try to kite the fight away from where the turrets have been dropped. Engies can use a turret’s second “overcharge” abilty regardless of whether they are CC’d or not, and it was the rocket turret’s CC that knocked you down long enough for him to get close and supply drop you.
Another thing you should know about non-supply drop turrets; the overcharge abilties for turrets are basicly a buff to the turret’s attack, that doesn’t take place until the next time it fires; When Xavion activated the overcharge for his rocket turret, it wasn’t to shoot the CC rocket then, but to shoot it the next time it fires, which for the rocket, is sometime in the next four seconds. Turrets give off orange sparks when they are in overcharge, and the overcharge can run out without ever being used if there are no targets within range (for rockets, that’s at seven second) so next time, if happen be lucky enough to see sparks comming off of a turret, that’s your cue to back off for the next 5-10 seconds or so.
I can’t claim to be an expert, but I think I would either do 20 in Alchemy for Fast-Acting Elixirs (I’ve always found Elixir C to be a much more reliable, and less insanity-inducing way to remove conditions on myself vs. Med kit’s antidote, especially if I’m running with Packaged Stimulants on at the time) and Backpack Regenerator for a little extra personal regen… or go only 10 in Alchemy, and 30 in tools, picking up the base grandmaster trait, Enduring Damage, for extra dps and Adrenal Implant as the actual trait to make sure I actually have that extra damage as much as possible.
Also, what skills do you plan on using, other than grenades and med kit? Fire-forged trigger might be worth looking at if you’re thinking of using elixir gun, though nothing in the Firearms tree really apeals to the zerker grenade half of your build.
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I ran a 0/20/0/30/20, Flamethrower, Elixir Gun, and Tool Kit build for a while, and had some fun with it. Flamethrower, with Fireforged Trigger, Juggernaut, and Deadly Mixture, was my main dps, switching to EG and Tool kit when I needed it. Pistol and shield were my actual weapons.
Thinking back, I probaly didn’t need to spend 30 points in Alchemy for a non-HGH build, but I wanted to have both Deadly Mixture and Backpack Regenerator on at the same time. If I ever did it again, I would probably do 30 in tools instead, picking up a grandmaster tier trait and reducing the cooldown on Bandage Self and EG’s stun breaker even further.
Which remindes me; if you’re going to use Med Kit as your heal skill, at least 15 points into tools is, in my opinion, a must; Not only does it make Badage Self have have an even shorter cooldown but the master trait resets the cooldown of all your toolbelt skills when you go below 25% including bandage self and EG’s Healing mist, and I don’t belive it has the same 90-sec internal cooldown that Automated Healing Response has (or at least, it doesn’t say it has a 90-sec cooldown).
Willow branches! Please make it happen!
It could be designed to look like dreadlocks.
Yeah, long dreadlock willow branches and/or ropey vines would be great.
I would think other “long hair” Sylivari option could be thinner vines, a tangled brush… maybe moss (I remember the old, pre-redesign model of Caithe having short, mossy hair, why not bring it and a longer version back? trees have moss :p) or a thick carpet of clovers and/or wildflowers growing down thier back (at least conceptually, in practice it would be over, or maybe growing out of, the armor they are wearing)
Just finished AR for the first time (well, it should have been the third time, but bugs grumblegrumble) and a guildie I was doing it with noticed two important things:
1. As mentioned, she always targets the farthest player with her shadowshot. I’m not 100% that she will only do it if someone is at least a certain distance away, but even if that isn’t true, it is still a strong argument for sticking together, especially when you’re still trying to guide her into electric field to burn off stacks of her shield.
2. Her shadowstep cannot be dodged or reflected. He plays a mesmer, and had Blurred Frenzy going when he was target, and still got hit, so we’re pretty sure on the dodge part, and his attempt to drop Feedback on top of her to reflect failed misserably on our first attempt as well.
3. However, Mai Then’s shadowstep can be Blocked, wether by abilities or aegis, and blocking her attack will not only save you from the massive amount of damage it does, but negates the teleport completely as well.
So if you can, try to bring a block ability or two for the fight, be it swapping to a shield/focus or a slot skill, and then you can block her shadowstep whenever you are the target, saving you a lot of pain and probably keeping her in place to shed stacks of her shield as well.
It’s been longer than just last patch; I was getting all the boons with supply drop and lyssa since at least dragon bash.
I play p/s frequently but that nerf/change to static shield is a let down considering shield already has a high cd to begin with. I’ll probably move over to p/p instead
Actually, if this is true, Static shield will be buffed.
Think about it, Static shield will no longer cancels when you block a melee attack. That will mean you can block and stun several melee opponents and still be able to throw the shield at the end for daze and damage, rather that almost always throwing the shield as soon as you can before someone hits you in melee and ends the skill.
I know I’d be a lot more excited about going after the Predator as an Engineer if my #1 was firing from the shoulder rather than the hip… even if it was just a Predator-only thing.
…That, and if the changes next update will actually make me want to pick a rifle over a grenade or pistol/shield HGH build, but that’s another thing altogether.
I would buy hairstyle kits if they actually provided new hairstyles/horns/ears, rather than just hair colors (most of which, amusingly enough, a sylvari can have at creation) Same goes to Total makeover kits if they had more than simply unique eye color options, like new body types or body pattern/tattoo options.
