Necro / Engi / Mesmer.
My second legendary was like: Oh let’s buy all mats from trading post, skill points check, karma check, tockens check. Here you are . 2 hours to legendary.
Not quite true, your assembly took 2 hours but you didnt take the karma/skill/gold/token farm into consideration, true you might have had it already but still.
I had them already – by just playing the game.
My second legendary was like: Oh let’s buy all mats from trading post, skill points check, karma check, tockens check. Here you are . 2 hours to legendary.
Replace Elixir R for elixir gun: EG toolbelt is stunbreaker now and EG#5 is a (party) condition remove – even if it is not listed in the tooltips it removes one condition immidiatly. Plus, EG#5 is a great support skill, EG#3 is mass party condition remove, EG#4 is your jump,…
So, for usual people, it is just an expensive skin. They farm cof all day. For me – I got 2 legendarys so far – it is a legendary. Because I never farmed cof – did cof less then 10 times in my whole 2000 hours of play time. I also got enougth gold to just buy one legendary at the trading post. Maybe you are asking: how the hack you do that without cof?! Uhm, it’s legendary – I got my legendary methods for this. My legendarys got a story behind. Yours? No cof isn’t a story. Aren’t legendarys meant to have a great story?
You got 3 options so far:
1) beeing a simpleton and farming cof until you destroyed this game completly for you
2) don’t get a legendary because u are an usual guy.
3) prove your worthy and do something special for your legendary – without destroying the game for you with brain kitten cof.
(edited by Forestnator.6298)
Jack of all trades —> celestial gear. Give it a chance, u won’t regret it.
A good engie will never kill a decent thief that knows how to counter the engie.
Maybe your imagination of a “good engi” and mine are different. No other way to talk that kitten.
No. -.-.-.-.-.-
I played already with celestial ascended trinkets pre patch – wvw but also pve.
My experience:
a) I have to play more agressive in PvE (told already about use of melee skills) – otherwise I lose damage. But the additional defense allows me to play more agressive
b) healing power is not wasted if using healing turret and elixir gun. My personal healing is about 19k over 20 sek and there from 13k are party heal. That’s on top of all classes maybe. Healing power skales well on engineer skills
c)Rifle builds are maybe the better choice for all-stats – I still feel better with full condition set with pistols.
The problem with Celestial gear is that it spreads you too widely to fully take advantage of all the stats. Your conditions don’t hurt as much as a rabid build, your crits aren’t as often or as hard as a zerker build, so on and so forth. You’re sub-par at everything, but don’t get to shine at anything. It’s much better practice to tailor a build to take advantage of one stat, then max the crap out of it.
No not true. Minmax is bad in this game if you can hybrid. Engineer can be a super strong hybrid. Just give it a chance – I started playing with celestial in spvp/tpvp with no expections. But it fits so well, I will not change back for a while.
Also for PvE: celestial deals same dps for me then a zerker build: With zerker I can’t go melee on cd for the strong melee skills. I have to care with zerker and dps goes down withou using the strong melee skills. So celestial can deal same damage then zerker.
http://gw2skills.net/editor/?fcAQFAUlIqiYH5yuF1LJyoCdGoC2lIF5nl95BblWQIA
I am still testing different runes.
Celestial Armor + Grenades.
a) it’s minimum 2 seconds, for sure it was a bit more. Don’t overdramatic this now pls
b) human reaction time is about 0,1 sec – don’t day dream in wvw if you are running outside of a zerg.
c) that day a thief kills me 1vs1 I will deinstall this game because I ’ve to accept I suck. Engineers can not lose against thiefs – to much counters – offensive and defensive.
As u can see, celestial fits prefect.
Magnet pull aims on enemie boots imo. Important note for your choice of terrain.
- Aggressive play-style
- Good in PvP
- Great when mastered
- Not too squishy
- Fun to Play
Engineer fits perfectly in your demands.
You are welcome.
I am the best PvE engineer.
You can get more of everything, without Celestial gear. The advantage of Celestial is simply the ability to get high amounts of magic find without sacrificing another stat too much. If a player is interested in only in stats and not magic find, he is far better off mixing and matching other gear. That is not to say a piece or two isn’t helpful in filling out a build, but full Celestial? At the end of a build with that, add up all the stats and the total points are simply not there. Magic Find eats up too much.
No you can’t. Pls do math before talking kitten.
[…] The build isn’t minmaxed for any one thing, and Celestial fits that ethos perfectly.
This.
It’s not broken. Just do simple maths:
1,75 sec fear duration * 0,75 (-25% condition duration) =1,3125 sec
1,3125 sec * 0,75 (-25% stun duration) = 0,98 sec
Guys where have u been in maths at school??
You realize this was the point of the post and the video right?
The reason the sigil was so problematic before the patch was because it would allow you to tack an extra 15% onto the end of any fear, no matter what duration you had.
Every condition in this game works off an additive system for increased and decreased duration, however the stun duration effects are always a multiplier.
The mechanic should be the same across all the effects. It shouldn’t get changed in the one instance it works in favor of a skill, but left in place to counter that skill. The reduction effects shouldn’t counter the skill if the increase effects are not allowed to work on it.
And I don’t care about this in a larger sense of balance and fear…. to the above on crying about nerfs. I am going to run into one person in a thousand in WvW using this setup, and it hardly matters to me from that perspective. I have a problem with the fact the mechanic isn’t applied across the board.
Yes.
EDIT:
And to be clear, your math is not correct based on how condition duration interact with fear, unless something has changed post patch.
You do not take 1.75 second and multiply by 0.75 to get a 25% reduction. Condition duration is additive (or used to be last patch), while stun duration was a multiplier.
So If I have a plus 75% duration, and you have used minus 25% duration from conditions, the fear lasts 1.5 seconds. There is no way to turn 1.5 seconds into less than one second using a 0.75 multiplier.
Having tested against conditions earlier, they are still additive.
At some point along the way, a multiplier here or a factor is geting added in twice, and it needs to be corrected or clarified.
Every condition reduction was multiplier pre patch.
But the new condition reductions like warriors berserker stance aren’t. They are additive. Check out buff food with condition reduction – it works the same way melandru runes do. So yes we do have problem. There are new reductions additive and old reductions multiplier. That’s kitten indeed.
its not bad, its optional. some builds excel on this stat combination.
Some builds can use this combination. i don’t think there’s even one that excels on it.
Again: get a D/D ele in pvp and take celestial. It’s strong. It excels. Some high rank pvp players favour celestial on them. Same for Engineer: any pvp rifle build apart from SD (which has no use in tpvp) excels with celestial.
Both are not underdogs. They are on top of pvp builds.
its not bad, its optional. some builds excel on this stat combination.
Name one
1) D/D eles.
2) R/nodefighter engineers.
3) some more.
Think about ele and engineers.
It’s not broken. Just do simple maths:
1,75 sec fear duration * 0,75 (-25% condition duration) =1,3125 sec
1,3125 sec * 0,75 (-25% stun duration) = 0,98 sec
Guys where have u been in maths at school??
It’s: 1-1*(1-0,33)*(1-0,2) = 0,472 —> 47,2% less damage not 53% – just for the maths. But the idea stays the same.
These 2 seconds aren’t equal to the 5 sec tool belt skill. Furthermore, these 2 second also do not break stuns.
It appears it no longer breaks stun. When I tested this on patch day it did in fact brake stun, though I just tested it now and it does not.
Looks like I wont be using that option in future builds.
Edit:
Just slid around the YouTubes to make sure I wasn’t horribly mistaken, but it appears I’m not the only one that noted this: http://youtu.be/4re8YqmOhuU?t=2m30s
For your honor: I checked it also in the first hours and it seemed to work as a stun breaker. But I rechecked it later the patch day and it didn’t. I was confused. Maybe it was stealth changed with the first hotfix.
Kit Refinement gives you the option to use Tool Kit equipping as a stun break since it procs Super Speed which is in fact a stun breaker. Just one extra option for a stun break even if the traits other benefits are few and far between.
These 2 seconds aren’t equal to the 5 sec tool belt skill. Furthermore, these 2 second also do not break stuns.
….requiring more advanced knowledge of the class
Funny – Same words back to you with your KR and stun breaker.
well, if you are “only” wearing celestial armor and berserker everything else, the difference is going to be small. But you gain very little too.
But if you wear a full set of celestial armor/weapon/jewel, you won’t get anywhere close to berserker dps.
If people arn’t using celestial ascended jewel before, chances are they won’t go celestial armor now.
The people who most likely going to use celestial are the one using celestial ascended jewel now.
I used celestial juwels before patch for ele and engineer in wvw. It works best for me – I tried any stat combo. It was never like " I don’T know what to build" – it was/is best in slot for me for these two classes in wvw. And now the new armor skales even better – so yes there is definitly room for this stats. Also for “best-in-slot”.
the quarts is account bound, but i think the final gear will not
The final gear is account bounded as well. Just look in your crafting preview:
http://dulfy.net/wp-content/uploads/2013/07/gw2-celestial-medium-armor-set.jpg
If the price is reasonable you can just buy it from the trading post. I’m not sure how much the crafter going to charge though.
How? It is account bounded.
Engineer is not one of the lowest classes in damage. Grenades outdamage any class apart from warrior.
I need 40 days for my new set of armor and weapons? This feels so wrong. Yes, ofc ascendend trinkets need long time too. But I can reach a full set of trinkets in 4 weeks or faster- and the new armor set is not even ascended.
Don’t call me impatient. I just can’t wait to play with the new stats. But 40 days drive my crazy. Please add some more occasions to get those quartz!
I tried celestial in spvp just for fun. I did not espect anything … it went so great I will never change it. I also use it in tpvp now as roamer. It makes rifle kit swapping builds so powerful. I feel so tough and still deal great damage. I wonder about the damage – berserker doesn’t deal that much more in pvp.
Only noobs play zerker. Sure it works if u dodge every damage.
a) there is content you cannot have enougth doge rolls to dodge anything. If all 5 ppl play zerker – someone dies. Period. Dont talk now: blablabla u are a bad player you can dodge everything. No. You can’t. And u suck thinking you are good enogth doing it.
b) you can’t carry other bad players with zerker gear. You only opinion is to flame them hard and rage quit the party. Because zerker gear does not allow you to compensive any fails of other ppl. That’s why pros play all-stats and always did with ascended trinkets already. Period. I can carry bad ppl. You can’t with Zerker. I am the better player.
c) zerker gear is not always max dps for every class for every build. For example I finish veteran undead giant faster with rampager or even all-stats then with zerker on my engineer. Zerker gear sucks in skaling.
d) I dont need zerker gear because I dont need to farm cof. Only noobs farm cof. I own so much gold u would need to farm multiple years cof every day to reach that. Furthermore, I don’t need zerker anyways because I dont need to kill monsters as fast as possible to increase my income. GG you zerker guys still need this. Poor purse.
(edited by Forestnator.6298)
I play engineer (Grenades) all day with all-stats. It works excellent – pve, wvw and pvp.
As I personal hate CoF I used to farm cursed shore once for my first legendary (I never farmed for the following legendarys anymore).
I used to get 6-10 gold per hour at cursed shore. And no, this was not before event spawn time was nerfed. According to your messurement u really suck or I am a cursed shore farm god.
Unless playing with a mesmer, which casually tosses 8-10 bleeds despite being a berserker, or a grenadier who tosses 20 bleeds np even in berserker gear.
No in a real fight my experiences are different: You do 8-10 bleeds on your main target but not on every one. Different ppl automaticly spread up their bleeds. I played 2 months full condition engineer and I never felt cut by the cap.
Darn impressive, a shame about bleed caps killing condition builds for PvE.
I always pay attention about bleed cap and almost never see them in dungons. Damage is to much spread up to get the cap on any enemie in most cases. Plus, boss do have -50% duration. As long as only one condition player joins a party it seems fine in my experience.
Anyway, you got the strongest bleeds as condition player, so you just overwrite those weak minor bleeds – not much damage lost in case your team got the cap.
I do this kind of dps tests for long time.
Highest DPS with engineer is HGH. I got 32 sec with full condition HGH grenadier.
If necro can do this in 22 sec – yes but this is not aoe.
Engineer is more a middle field supporter. He has very much offensive conditions plus group heal and group condition remove. Engi is very stabilising for any group especially for tough content.
If you hear “support” that does not mean engineer deals low damage. I played all classes up to level 80 and yes, warrior got by far the most damage. But second place definitly goes to grenade engineer which also hurts hard but additional brings aoe-vulnerability, aoe-chill, aoe-blindness, aoe—- what ever.
Disadvantage could be: engi has a high schoolar curve – but I like this.
Ok, so what’s the point? Engineers only get a boost on power, no matter which kit you’re using (yes, even the Med Kit boosts your power).
Engineer does not get a boost on power- Kits do have their own attack value – like every other weapon has it too. Only if your main weapon has lower attack value then kits, then it is a boost. But this should not be the case for exotic weapons.
This way I believe people would change kits during combat, just like an elementalist do, and still do average damage with it.
Good engineers swap their kits very often. If you don’t – then it is your fault.
Maybe you should spend more time first into engineer- this class has by far the highest schoolar curve. And I may say this with all classes on level 80. Engineers are not equal elemenalists. And a stat boost with kits is really not necessary. There are others things to do with engineers.
AoE:
- As soon as you hit multiple enemies Shrapnel damage outclasses the burning damage almost immediately, because even if you hit 5 enemies with an explosion and all 5 crit – only 1 enemy will start burning. Shrapnel does not have this restriction and 1 explosion can apply bleeding on up to 5 enemies (I tested this behaviour)
This.
PvE/WvW Zerg: Use Shrapnel.
WvW small fights/ PvP: use Incendiary Powder.
HGH crit nades hit so hard they do kill your allies too. I never touched my warrior again. Grenade autoattack crits with 1,1k -1,5k – but 3 times! Making it the most destroying atuoattack I ever used.
Edit: Even Chuck Norris fears HGH Grenades.
What armor do you use with that? o_O
All berserker for chuck norris dps. Usualy I don’t play all berserker – I prefer all stats -trinkets and berserker/knight’s armor for more flexibility.
All your characters look ugly bro!
HGH crit nades hit so hard they do kill your allies too. I never touched my warrior again. Grenade autoattack crits with 1,1k -1,5k – but 3 times! Making it the most destroying atuoattack I ever used.
Edit: Even Chuck Norris fears HGH Grenades.
(edited by Forestnator.6298)
I still don’t understand your question. Rating is the wrong word imo. Maybe you mean attack value? So this question would be redundant – it depends on your build and weapon choice. Usual HGH condition builds do not use attack value for their main damage. If you mean HGH rifle builds – this is also a question about equipment, buff food, stacking sigill, …
Easy said: if you got 25 might stacks, this means additional 35*25 power *lol
The highest value u could reach with rifle comes close to 5000 – average should be 4,5k.
4x altruism + 2xwater/monk is my prefered setup. That gives me 60% with alchemy + 3 might stacks using heal skill.
Because player prefer toughness much more over vitality without understanding the maths behind. In most fights, vitality is more effective then toughness – only long fights (30sec +) profits more from toughness.
Help us understand the math behind then. I`m Interested from a WvW point of view where a fight Rarely lasts over 30s.
Okay I try. Not that easy for me because english is not my native language.
Let’s do a simple example: If u add 1000 toughness to your basic stats, this will increase your armor which means -33% less damage taken (according to R= 1- T0/(T0+ T) with R = multiplicator in damage formula, T0= toughness before, T= additional toughness).
But if you add 1000 vitality to your basic stats, your health is increased from 15k to 25k which means 66% more effective health)
So, not including healing, vitality is at first twice as effective then toughness. Of course this is not that easy, Toughness increase your healing indirectly (in our example 33%) and both stats affect each other from perspective of efficiency. Means, the more vitality you add, the more effectiv toughness gets compared to it. And the more toughness you add, the more effective vitality gets compared to it. It’s a differential equation which gives you the best result.
But let’s make it more easy again: for our example, when 1000 toughness become more effective then 1000 vitality ? This is the case when the reduced damage is more then the 10000 health from vitality. That’s the case by receiving 30000 damage (which is reduced to 20000 in our example).
Most of your fights your will be already dead after receiving 30k damage. Only in longer fights where you are able to use some healing skills it is possible that 1000 toughness to your basic stats are more effective then 1000 vitality.
In real, no one would add 1000 of any of those stats without adding nothing to the other stat for sure. There is somewhere a point between where your stats of toughness and vitality are balanced for your usual fighting scenes.
The propensity is always the same as it is in our example: vita for short fights, toughness for middle or longer fights.
Hope it is understandable what I want to explain.
(edited by Forestnator.6298)