[Warrior]18k HB on Chief. Possibly the highest raw HB that can be achieved. Can anyone go higher?
in PvP
Posted by: Gilgamesh.2561
in PvP
Posted by: Gilgamesh.2561
Post a video instead.
Ignoring all the posts that don’t understand what the OP is asking, the counter to DB is to simply not attack the thief while he’s using it. DB uses a fair amount of initiative, it’s not easily spammable like HS. You can also evade DB yourself. It’s a fairly obvious animation and sound.
27 and enjoy it.
Young people tend to give into peer pressure more. If their friends are playing other games, they’ll play other games. If they see more people playing other games, they may play other games simply because “it’s the cool thing.”
If everyone was forced to wear Soldier’s Amulet, skirmishes wouldn’t be so quick. Not saying it should happen, just saying.
Funny thing is in Mists tell me how a scholar can get higher armor value?
That wasn’t hard, was it?
My ~2.7k rating was more for medium armor wearers, for scholars you’re probably looking around ~2.4k.
Bunkers tend to run upwards of 3.2k.
(edited by Gilgamesh.2561)
I would love to hear the tears of my opponents (in sPVP)
Although we can cross-communicate by text in sPvP, VOIP should obviously be made team-only. We don’t need immature XBox Live bickering back and forth. Waste of bandwidth.
Yes, I agree in this day of age any E-Sport contenders should have native VOIP. It would suit tPvP perfectly, and even WvW would be better. It boggles my mind that XBox Live integrated VOIP for many of its games several years ago, but PC developers are still in the stone age when it comes to native VOIP. Most games are less inclined to install a dozen different VOIP clients (Skype, TS, Mumble, Vent, etc.). PC developers would be smart to realize this and integrate their own VOIP. Hell, you can still use Mumble behind the scenes.
I don’t think we’ll ever see it for GW2 though. ArenaNet is pretty slow on the E-Sport ball.
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I noticed something odd tonight that I haven’t noticed before.
I can’t tell if it’s server-side latency related or what, but my rifle/flamethrower/elixir-gun skill cooldowns are rubberbanding. By that I mean as soon as I use a skill, after its recharge goes down a few seconds it goes back up a few seconds, effectively resetting the cooldown.
I have only noticed this with recharge reduction traits, such as Hair Trigger and Fireforged Trigger. I don’t recall those traits ever being bugged in the past.
If you can confirm this yourself please do, otherwise I’m not sure if it’s a server-side latency issue or actual bugs concerning Engineer recharge traits.
Here’s a video I made documenting it:
http://www.youtube.com/watch?feature=player_detailpage&hd=1&v=UTDyS55pWms#t=7s
Here’s a video of that recharge rubberbanding bug I mentioned above:
http://www.youtube.com/watch?feature=player_detailpage&hd=1&v=UTDyS55pWms#t=7s
I made a video documenting the bug that’s still affecting me:
http://www.youtube.com/watch?feature=player_detailpage&hd=1&v=UTDyS55pWms#t=7s
Nope.
If you really want to know your DPS you’ll have to Fraps your combat log over ten minutes, then watch the footage and manually calculate the numbers and figure it out. Kind of pointless, though. Sustained DPS doesn’t mean anything for PvP. PvP is too situational and you’ll never follow a min/max DPS rotation.
I play a 4 kit rifle bunker engineer (med kit, flamethrower, elixir gun, tool kit) in solo-queuing tPvP.
* Lots of knock backs on short CD
* Two leaps on short CD
* AE condition removal when you consider Elixir Bomb (Light Field/Projectiles) + heavy uptime w/Kit Refinement
* Lots of snares/immobilization on short CD
* Decent self-healing when you make aggressive use of Med Kit and kiting
* Pull interrupt (magnet) and blocking (gear shield) on short CD
This is just one way to bunker an engineer. Probably more popular is pistol/shield w/bomb kit and elixirs. I like the above because everything is on a short CD.
This all said, I’ve fought some amazing bunker guardians and I believe a well-played guardian is a better bunker than engineer can be. They have a lot more AE control as well stability. Engineers really lack guaranteed stability.
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Zapato, kits are the reason we don’t have weapon swapping. Same with Elementalist and their attunements.
Would it be cool if we had weapon swap + kits? Sure. Would it be overpowered? Very. I would be an unkillable bunker Engineer w/shields + rifle + kits.
Many people have said that playing a bunker is fairly easy which explains why you see keyboard turning clickers able to hold a node with a bunker build, their playstyle is slow, plenty of room for mistakes, half of them can’t even defend against a burst and they eat the full burst, but not like it matters because one heal and they’re almost full if not completely full health. GW2 currently allows specializations to go way too far, you get ridiculous glass cannons and ridiculous bunker builds.
There is not one skill level per build. Every build/playstyle has a skill-floor and skill-ceiling. You just cited skill-floor bunkers. There’s also skill-floor DPS, such as Heartseeker spamming theives. Neither are hard to play at the skill-floor. Neither will get you very far in high-ranked tournament play.
Yea, Super Elixir x 2 with Kit Refinement is extremely nice for Bunker. What makes it particularly nice is Light Field + Projectile or Blast/Leap. Lots of condition removal and/or retaliation. I find my survability against necros is much higher with Elixir Gun and Kit Refinement.
If you are specced for bunker and are really low crit chance, have fun having permenent 50% damage reduction, then I cast my wells and gain 16 seconds of 33% protection, not to mention I can get around 9 seconds of retaliation, all at the same time about.
Bunkers aren’t really about damage in the first place, so I’m not sure how advocating making bunkers deal even less damage is a counter.
There is much more a Necro does that counters us.
I get it all the time with Jump Shot/Acid Bomb. ArenaNet needs to fix the homing of Bull’s Charge and Eviscerate to be ground-only. It shouldn’t follow people who are airborne. Not only is it physics-defying silly, but it cheapens the evasion that leaping skills are suppose to have.
What do? Nothing you can do.
Seeing how ArenaNet has already reserved the term “arenas” for their future custom sPvP tournaments, I’m not sure we’ll ever see arenas in the form of “coliseum-style deathmatch”. I imagine more game modes in the future, but I’m not sure we’ll get plain-old deathmatch.
It’s called balance. Sure, a full 5 tank team would be boring. A full glasscannon team is boring, too.
A mixture of DPS and bunker, however, is entertaining.
Not sure how any tournament team can win with more than 1 bunker; you wouldn’t be able to kill anything.
Bunkers are just one form of sPvP strategy. They are so easily countered though, if you use your head.
How to counter a bunker:
First thing first: a bunker’s goal is to waste your team’s manpower.
I like playing bunker engineer because I like long fights. There’s nothing more boring than a PvP game where players die in a few hits.
Good to know. Just to make sure, you’re using Hair Trigger or Fireforged Trigger? The skill it is happening for me 100% is Jump Shot.
To me it felt like some kind of server-latency or server-negotiation problem. The client was saying “I’ve used this skill now put it on 15 seconds recharge” and sends it to the server, and then the server after a couple seconds says “no it’s not, it’s 18 seconds recharge” and the client receives the override and sets the CD back to 18 seconds — as if the recharge trait wasn’t picked up.
I noticed something odd tonight that I haven’t noticed before.
I can’t tell if it’s server-side latency related or what, but my rifle/flamethrower/elixir-gun skill cooldowns are rubberbanding. By that I mean as soon as I use a skill, after its recharge goes down a few seconds it goes back up a few seconds, effectively resetting the cooldown.
I have only noticed this with recharge reduction traits, such as Hair Trigger and Fireforged Trigger. I don’t recall those traits ever being bugged in the past.
If you can confirm this yourself please do, otherwise I’m not sure if it’s a server-side latency issue or actual bugs concerning Engineer recharge traits.
I noticed something odd tonight that I haven’t noticed before.
I can’t tell if it’s server-side latency related or what, but my rifle/flamethrower/elixir-gun skill cooldowns are rubberbanding. By that I mean as soon as I use a skill, after its recharge goes down a few seconds it goes back up a few seconds, effectively resetting the cooldown.
I have only noticed this with recharge reduction traits, such as Hair Trigger and Fireforged Trigger. I don’t recall those traits ever being bugged in the past.
If you can confirm this yourself please do, otherwise I’m not sure if it’s a server-side latency issue or actual bugs concerning Engineer recharge traits.
Ignoring the fact that there is no ETA on custom arenas and it may well be a year until we see them, creating a 3rd party league is difficult without ArenaNet making information regarding custom arenas available via a REST API.
For example, I can’t create a website for my league that shows statistics about matches because that data is not available.
You would have to manually record wins and losses to build rankings, which is too much effort and prone to error. For very small leagues, I guess it could work.
Stacking sigils only really seem useful in PVE to me. In WvWvW I can’t be bothered to farm 25 wolves after every death and I can’t afford to be switching back to weapon just before someone dies every time to try to get the bonus.
Ha ha, the wolves are key (especially because they multiply).
I’m okay stacking sigils because I make it my challenge not to die in WvW. As Grenadier I usually sit in the back and play it safe.
I think a better idea would be a new sub forum: Looking for Tournament Team
Superior Water is based on skill use, huh? I always figured it was crit and that the tool-tip was bugged and missing the “on critical” text. Better than nothing I guess.
What are your defensive stats and traits Gilgamesh?
I’m tinkering with more defensive builds myself at the moment.
Not sure how good toughness is for us, for example. Should I reach for 2,500 or so? Or is vitality more the thing?
I think toughness is more important. I have around 3k armor and 24k HP. We can reach 29k HP through gearing but you’ll sacrifice a lot of toughness.
More HP is nice for those “procs at % HP” traits and runes, though.
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Kimbald the 60% to Remove Boon is exactly what I’ve been using, but I still wish there were something more. I just wish weapon-swapping sigils worked for kits (on a 10-second CD, of course).
As a bunker engineer I can’t find anything. My crit is low, therefore any crit-based sigils aren’t very good. My damage is abysmal anyway, therefore damage-based sigils aren’t very good. Stacking sigils take forever to stack and aren’t very good as bunker. No weapon-swapping sigils work for Engineers.
Thoughts?
Stacking sigils are still great for kits.
Build 25 stacks of Bloodlust in WvW with your weapon, get +250 power for Grenades or what not.
It matters for Grenade Barrage, which still scales based on the damage of your weapon.
So mortars weaknesses might be a part of it’s balancing.
I would argue losing all mobility and evasion, ability to heal, and locked into 5 skills, is enough for balancing.
Mortar has numerous issues, but these two prevent it from being useful in sPvP:
Make Mortar indestructable. An enemy can easily pressure someone off Mortar by attacking the player, and the player will want to get off Mortar to heal.
Make Mortar have no deadzone. Mortar would actually be pretty useful for a bunker build, except as it is now you have to place Mortar really far away from the circle you’re trying to defend.
Aside from these two issues, Elite Supplies and Mortar need to work some day. It’s been bugged since inception.
Downed state will be revised in the future, and certainly before this game can be E-Sport material, purely due to the 2nd point Dee Jay made.
NEVER KILL SOMEONE. Just leave them in downed state. However, you need to make sure they are downed outside the capture circle (this is difficult with professions that can jump around while downed), and that they can’t self-heal by simply auto-attacking them to offset their heal.
I do this all the time actually when it’s 1v1 and I’m bunker spec. You’ve just turned the game into 5v4 by forcing a player into perpetual downed state.
Does a significantly higher FoV give a huge advantage in WvW with arrow carts? That is, can you see behind walls that you wouldn’t normally be able to see behind if an arrow cart was placed away from the gate?
They currently have no third-party-app detection system. None. They rely on player reports for bots and fly-hacks and such.
However, I imagine they could manually blacklist the FoV program because they are already aware of its existence through this very thread and others.
Are we talking about bunker pistol/shield engineers? Sure, they’ll deal condition damage. It won’t tick for anything. They also lack utility compared to a bunker rifle engineer.
If it’s a damage-oriented pistol/shield engineer, know this:
Cleanse poison before you heal, and ignore cleansing anything else because pistol CDs are short and they’ll just reapply.
The lowest represented profession, Engineer, won’t be nerfed.
We have one viable build in tPvP: Bunker. As bunker our damage output is laughable, but we host a lot of utility and we can achieve high HP and toughness.
As not bunker, in order to deal worthwhile damage you have to sacrifice a ton of defensive traits and stats, making you an easy target to kill.
PRO-TIPS, if you encounter an engineer:
The only damage-oriented engineers out there are probably being carried by their team, allowing them to “deal damage”.
Does anyone know if this stacks with swiftness?
It does not, making it rather useless because most people using kits probably have Speedy Kits.
IIRC the only thing that improves the speed of Swiftness is Superior Rune of Speed.
A sniper rifle makes no sense in GW2, because a sniper rifle isn’t just long ranged. It’s super super super long ranged. You’d expect a sniper rifle to have ranges upwards of 5000.
If anything, make Sniper Rifle an elite kit that lasts for 1 minute (like Mortar), but has ridiculous trebuchet-like ranges, upwards of 5000 range or more. That would be fun.
I am not talking about the rifle’s usage or purpose. I am talking about the feel of using a rifle on an engineer. It does not feel smooth at all, it feels very clunky and overall not smooth. It feels like I picked up an environmental weapon, but then I realise that its the weapon I primarily use.
I agree, and I think that’s a result of most our rifle skills being utility and not necessarily part of a DPS cycle. The only two guaranteed rifle skills I use in my DPS cycle are #3 Blunderbluss (if I’m in melee distance) and #1 Hip Shot. I typically save Jump Shot and Overcharged Shot because they serve as utility and not just damage. And of course Net Shot is pure utility.
Contrast this with Warrior’s rifle skills: every one of their skills does damage with no adverse effects (such as knocking the warrior back a la Overcharged Shot).
Our rifle feels like a kit because our kits, similarily, are mostly utility over damage.
Until that day, I recommend stacking sigils (such as Bloodlust) as their boon will still apply to kits.
There’s plenty of PvE/PvP/WvW builds where 30 Firearms is worthwhile, for all weapons and kits.
If you want to focus more on damage (including condition) and crit, go for it.
What attack had the most golems at once? Either that you’ve witnessed or been a part of? Screenshots or videos a plus.
I’ve seen 10-15. How about crazy numbers, like 30 or 50?
It’s a shotgun, as evident by such skills as Blunderbluss, and shotguns are.. needless to say, short-ranged weapons. If you want a long-ranged rifle, play Warrior.
My only gripes with the rifle are Overcharged Shot knocking you back, and Net Shot being extremely easy to dodge/miss.
I don’t understand why Overcharged Shot must have a drawback. It’s extremely annoying for point defense in tPvP, or other things like jumping puzzles. How many other professions have weapon skills with adverse effects?
As for net shot.. make its travel time faster.
I think bumping the FoV to 80 or 85 would be adequate. Additionally increase the camera zoom by a couple mouse wheel ticks.
My problem with the FoV and camera zoom is when using larger races and personalized characters, such as Charr and Norn. As an Asura it’s not that big of a deal, but as a very tall Charr it’s kind of annoying. Perhaps scale the zoom/FoV based on race and height of character at the very least?
I’d say one-third of Mesmers I face in tPvP use it, and they tend to be pretty good Mesmers.
In a 1v1 I don’t find being Moa that dangerous, of course you can move and LoS the Mesmer.
It’s in group situations it’s instant death. The Mesmer coordinates with their team and picks a target to Moa, and they stun-lock and destroy the Moa. After all, they have a whole 10 seconds. Even in PuG tournies most people know how useless a Moa’d player is that they’ll stop what they’re doing and focus to burn the Moa.
Being Moa’d is like holding a large red sign that reads: EASY KILL, YOU GOT 10 SECONDS!
It’s the ultimate “I-WIN” button against Bunker builds.
I imagine it will be balanced before all the E-Sport stuff rolls out. I’m guessing a shorter duration like 6 seconds.
Same for the nails: for that cast time I expect something stronger, like an immobilize first perhaps, basically a glue shot, which happens to go faster.
The cool thing about Kit Refinement is the the Box of Nails it generates for Tool Kit is instantly on the ground, and then you can stagger another Box of Nails.
In my opinion only two things need fixing for tool kit:
I love Tool Kit, and use it all the time, but #3 and #5 need work. Box of Nails coupled with Kit Refinement is seriously awesome for kiting.
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