Showing Posts For JeffHardisty.1926:
Grammar NZs man! Grammar NZs!
What is wrong with grammar in New Zealand? I usually find our grammar to be swell.
Had some fun yesterday, when I said hope to have more open field fights I didn’t mean to bring all your guards/warriors into one ball!
Anyways, had fun.
Is it strange that when I watched the video I spent the whole time looking at the mini map, the green dots were so mesmerising. It reminded me of when I programmed boids as a coding exercise. Would of been even better if there was red dots like in gw1. Also, not a fan of watching game play that has been sped up.
video footage
This person is nothing to do with [CERN].
I am unsure who exaclty he is. However he is it not even in the guild, let alone the leakitten erhaps he comes from the same village as those people who walked our Golems off cliffs, maybe someone needs to call his village ?Now we have a “he said/she said” situation. Who should we believe?
No, I am the leader of CERN.
But really Calimshan is the leader, as well as two others, I don’t like naming people unless they have already said.
Kaineng has opened an embassy on TCBL. Cragtop is now sovereign territory of the empire of Kaineng. Attacking it would be considered an act of open war and would strain relations between our nations.
That gud enough rp?
A military buildup on our border can been seen as a act of aggression, prepare for the consequences from the Toast Federation.
*Edit hoping there isnt a guild called the toast federation, if there is i am sorry.
How often do you keep vigor up? I only ask because vigor overrides adrenal implant I believe. If you have vigor up often then you can change the adrenal implant to something more useful (SD or armor mods).
Alright, i’ve been testing several things now in past days, coming to the conclusion that it actually works better with the current setup, which grants you a better survivability through more alot toughness than the setup JeffHardisty proposed. It’s also more zerg friendly if you don’t die as often, and running in the zerg expects you to take damage. that’s why you’ll need the survivability. The lower cooldown rates for the toolbelt skills is not as useful as i hoped. The recharging of all toolbelt skills @25% hp doesnt trigger as often as the quicker recharge for shield skills is useful.
The main disadvantage of not skilling inventions is the lack of the ability to use explosive descent, which is often enough useful when jumping into the enemy zerg, aswell as the obvious use for lowering the falling damage. i find this one of the most handy traits to equip.
Fair enough, everyone has their different play styles.
thanks for all your answers!
I use a build like this for wvw, but I don’t put any points into inventions: 5 into firearms for and extra chance to bleed (retal hurts I don’t want to just spam grenades, so getting some extra bleeding on them is nice), and 15 points into tools for speedy kits, or SD (SD is nice for some extra damage from the surprise shot and throw wentch) since the heal is on tool belt the 15 tool trait will recharge it at 25% health helping you keep alive, and the points into tools lowers the recharge of the tool belt skills. Also, I take exposives II instead of III (III is useless when you arnt using bombs or mines; while II is good for genades and bombs).
Thank you for sharing your ideas. I’ll add the explosives II to the guide, explaining that you should only chose III if you’re mainly going with bomb kit (which is what i do, therefore this error). I also like the basic recharge toolbelt @ 25%, but i kind of believe that it’d be of less use, since in WvW, you’ll normally die without a chance to heal yourself, once you get under 25%. But that seems to be as useful as getting invisible when immobilized – so your argument is valid. i’ll probably add that. By the way – does anyone know, if minor trait inventions@15 “automated medical response” recharges our F1 skill with medkit? that’d be as useful as tools@15 “inertial converter”, and we could keep it the way it is, for the better major traits and more useful 200 toughness & healing power.
Speedy kits is a bit useless when you’re using the rune of the centaur. i’m thinking about power wrench (tools VIII) or our new kit refinement (tools IV), latter granting a quite good elementalist skill (magnetic aura) with a lower cooldown than for the elementalist himself. Need to try that before i decide. sharpshooter minor trait (firearms@5) is not useful, since we have like 4% crit chance, and that’s really nothing.
so yeah, keep the ideas coming, tell me about your experience after trying out everything and share your opinion. I’ll update the guide as soon as i get useful results.
edit: i forgot to say that i’ve never had any big issues with retal. i can understand that if you take 2-3k dmg with a bunch of granade shots, that’s quite a bit, but it also shows the full potential of the aoe this build has. since you’ll have problems with retal mainly when throwing at massed up enemies, you’ll clearly be quite far away in these situations and can simply stop to heal as soon as you notice you’re losing too much HP. When the zerg starts fighting, you’ll be noticing less and less people with retaliation due to no lightfield combos. and even then you’ll be able to just switch to bombs or toolkit.
I forgot to say I use Knight armor (toughtness, power, and precision), so my crit chance is higher. The inventions minor trait does "This will recharge Bandage Self, but not other toolbelt skills linked to healing skills. " according to the wiki. I like the 15% faster recharge of tool belt skills I get from the tools trait line which means, I can cast my heals more often, and use the extra damage from SD faster when I get closer to the zerg.
(edited by JeffHardisty.1926)
I use a build like this for wvw, but I don’t put any points into inventions: 5 into firearms for and extra chance to bleed (retal hurts I don’t want to just spam grenades, so getting some extra bleeding on them is nice), and 15 points into tools for speedy kits, or SD (SD is nice for some extra damage from the surprise shot and throw wentch) since the heal is on tool belt the 15 tool trait will recharge it at 25% health helping you keep alive, and the points into tools lowers the recharge of the tool belt skills. Also, I take exposives II instead of III (III is useless when you arnt using bombs or mines; while II is good for genades and bombs).
(edited by JeffHardisty.1926)
So I had this idea to make the trait “speedy kits” from “tools” traitline abit more cool. My idea is that instead of giving a 5sec swiftness boon on equiping a kit you get a permanent 25% run speed while running a kit.
This might screw up some builds running “invigorating speed” from alchemy but what about also reworking that trait so when your in a kit you get a 50% permanent endurance regen and remove that trait from tools.this would make it more worthwhile having kits equiped and it would also make engineers not look dumb having kits popping up on their back every 5 sec when they are running around.
Thoughts on this?
Thanks
Sort of already have a trait like that.
Master Trait, Leg Mods, Move 10% faster while using an unarmed kit.
Would be nice if they increase that to 25% though.
But if they did change the speedy kits to have the 25% speed and 50% permanent endurance; as well as, getting rid of the Leg Mods and Adrenal Implant traits, and replacing them with something else. That is if they added two new interesting and useful traits. That would make me happy, others wouldnt like this due to the nice synergy with invigorating speed that is currently has.
(edited by JeffHardisty.1926)
I would rebuild it bit by bit, starting with to tools trait line and gadgets. I would write more but I have already made a post in the suggestion forum under “Engineer Tool Trait line Revamp Suggestion.” I would link, but people dont seem to like it when I do that, so if you want to read it you will have to find it.
Other than that fixing bugs and improving the turret AI would go a long way of helping this class.
Grenade kit should throw teddy bears.
yup.
look at the teddys go!!
Just you wait until my branch gets you.
I would love it if my quip had more effects while I was using a kit; at the moment all I get is some of the tool belt skills with effects.
Any chance of turrets getting fixed too? I was hoping to play a Heimerdinger, or spirit spam Ritualist, type character in GW2, but Mesmer seems to outshine both Necromancers and Engineers in that regard, since clone and phantasm abilities go on cooldown immediately, not on the death of the summon.
I wanted to focus on just the tool trait line with this, because it is more likely the get a response from Anet (arguably that is still close to nil chance). They are at least trying to make turrets better.
I like it.
Though I think Grenade Kit’s KR should still be better than it currently is. Or at least have something to do with grenades.
Perhaps Grenade Barrage, except instead of regular grenades make them Flash Grenades?
That is a good idea, I’ve added it in.
(edited by JeffHardisty.1926)
Engineer Tool Trait line Revamp Suggestion.
I’m making this suggestion on the grounds that gadgets only have one trait (adept level), and that the tool trait line is lacklustre after the 2013/03/26 change to Kit Refinement which limited the number of viable builds (see engineer forums for complaints about this change), with the most useful ones still being the adept traits. The tool line grandmaster traits seem a little too weak; one being a copy of a ranger 5 point trait. What I suggest is to add a new grandmaster trait for gadgets here (replacing one that doesn’t get used much), and swapping the other grandmaster trait with an adept trait (returning that trait back to usefulness). I believe these suggested changes will allow for a greater number of builds, versatility, and more engineers returning to the tool trait line.
Suggested Changes Overview.
Adrenal Implant. Move to Adept Traits.
Kit Refinement. Move To Grandmaster Traits. Change.
Gadget Refinement. Grandmaster Trait. New.
Armor Mod. Remove.
Changes.
Adrenal Implant:
Move down to Adept Traits.
Reasoning: This trait is lacklustre as a grandmaster trait. Rangers get the same trait (Natural Vigor in Wilderness Survival) for only 5 trait points. I don’t know why engineers have to spend 30 points to get this at the moment, and it just doesn’t seem worth it. At 10 points people will still need to make a choice of if they want to take this trait over the others.
Kit Refinement (change):
Move to Grandmaster Traits, while moving Adrenal Implant down to Adept.
Return individual cool downs to the effects.
- Med Kit: increase Magnetic Aura to 3 seconds (currently 2), cool down 20 seconds.
- Elixir Gun: Change back to super elixir, cool down 20 seconds.
- Bomb Kit: Change to Glue Shot at your location, cool down 30 second (or increase Magnetic Bomb range to at least 600, with a 20 second cool down).
- Flamethrower: Cool down 20 seconds.
- Tool Kit: Change back to Box of Nails, cool down 20 seconds.
- Grenade Kit: Cool down 15 seconds. Or as suggested by gimmethegepgun (Perhaps Grenade Barrage, except instead of regular grenades make them Flash Grenades)
Reasoning: Many engineers believe that this trait got a unfair nerf, and would have been happier if you just moved it up the trait line. Many engineers relied on the Elixir Gun effect (and the flame thrower effect) to cure conditions and general support; by putting the Elixir Gun effect back to super elixir it will give multi kit builds back their condition removal (if need be you could change the field it makes to water, that is if you are worried about the light field). Bomb kit has been changed to Glue shot to help limit people getting away; also because Magnetic Bomb range is so small people are already in range of your other bombs, and thus doesn’t have much of a effect (range I’m guessing to be about 300). Tool kit should be given back the box of nails effect to allow for greater team play by limiting your enemies movement, and allow you to keep the enemies in range. Recharge times are still fairly long so people can’t just spam the effects, but have been given back individual cool downs so that people can get the effect they need when they need it. No change is given for the grenade kit to keep with the belief the nerf (to KR) came because of the 100nades build (which can no longer be done), and thus still won’t be able to be done after this change. I most likely tunnel visioned my self here thinking about multi kit builds.
Gadget Refinement (new):
Grandmaster Traits, replacing the Armor Mods trait.
Add extra effects to gadgets.
- Personal Battering Ram: Add 2 stacks of confusion.
- Rocket Boots: Add 10 seconds of swiftness and/or land of your feet instead of the self knockdown.
- Slick Shoes: Add 10 seconds of weakness on top of the knock down/blindness.
- Throw Mine: Steal the boon instead of just removing it.
- Utility Goggles: See invisible players for 2 seconds. If this is to game breaking just do 7 seconds of retaliation.
Reasoning: Not many people use gadgets, and there is only one trait that deals with them. Adding extra effects will increase the versatility of the gadgets, and being able to see invisible players even for 2 seconds will add something unique to the engineer.
Armor Mods:
While this trait has it uses (not that I can think of any builds) a space has to be opened up for a gadget trait.
To other engineers what do you think, and if I have missed something, gotten something wrong, or I am just speaking out of place let me know.
P.s. Also please fix the Scope trait.
(edited by JeffHardisty.1926)