still in need of a good engi
still looking
still looking
still looking for an engi.
engi still needed
im not so sure as a guard without vitality would just melt against condi pressure.
as for 4 stats i agree while i’d say that even 5 stats would be nice like power prec crit dmg vit/thoughness.
i thought about this a while ago when i compared stats of different amulets and the amount of different stats they have on them. generally the less different types of stats (3 atm) you have on them the less overall stats you have, while amulets like celestial have more.
carrion – 2232 total stats
berserk – 2364
celestial – 3066
so the more stat types you have to more overall stats but also the lowest max stats you can get.
carrion – 932 condi damage
celestial – 438
now what i suggest is that alongside the amulets we currently have arenanet should introduce a “fill in yourself stats amulet” for which you can choose how many stats you want and fill in the numbers you want, coming with certain restrictions.
depending on the amount of stats, you get a max amount of stats you can put in – the 932 for 3-4 stats for example. you don’t have to put in 932 though.
so if carrion is 650 power, 650 vit, 932 condi damage you could also choose to have only 282 power, 932 vit and 932 condi damage or even an amulet with only 2 (or 1) stats with overall less stats but more max stats.
for example: an amulet with a total stats amount of 2098 of which you can spend the points for 2 stat types resulting in 1049 condition damage and 1049 vitality. these numbers are for the sake of an example, its 6% less stats than a 3 stats amulet so maybe the percentage would have to be different
now for the sake of balancing there would have to be certain restrictions so that you can’t put in banned stat combos like dire.
overall this would add more complexity to the game for the players that want to use it. for the players that don’t want to or aren’t ready yet, there would be the good old amulets from which they can pick one.
feel free to discuss this or point out what worries you.
(edited by Jekkt.6045)
still need an engi.
still looking for a good engi.
still looking
still
still looking for an engi
still
still looking
hello we are team heavenly annoying from eu and we are looking for a highly skilled celestial rifle engineer.
we’re a group of very skilled individuals and each of us has thousands of matches in pvp and on the classes we play.
we already won certain tournaments or got to 2nd places (with different teamnames though) and have played in tog and tol.
the current teamcomp we’re aiming for is:
celestial d/d ele
celestial d/d / d/f ele
berserk meditation guard
berserk d/p thief
celestial rifle 2/3 kit engi
your role as engineer will be to roam and to dps, setup bursts and take out targets. if necessary you will have to defend a point from time to time when the eles are busy somewhere else. you will also be the preferred 2v2 partner for our eles and part of the dps trio of our comp.
what do we expect from you?
1. good knowledge about your class, you should know all the nifty things you can do as an engi.
2. know how to dps and be aggressive at the right moment.
3. know how to kite and retreat when you’re low. know the kiting rotations on different maps.
4. know how to relay a teammate when he is low. pull enemies, chill or immob them – keep them away from your teammates.
5. map awareness, watch the map, count enemies and make smart moves based on what you see.
6. willing to improve even when losing a match. you learn from mistakes so losing is not always bad.
7. be strong, wether if it’s 1v1, 2v2, tf or in communication. we don’t expect you to be the best engi in the world but we do have expectations on how good you should be.
8. be capable of speaking english. we are a multi-language team and we speak german and french but when we play we always speak english.
9. be able to play when the team plays. we play between 8pm and 11pm gmt almost every day.
10. we need you to be 18+ and from the eu because of arenanet’s rules.
(11. teamspeak3 and a headset)
if you are interested and you think that you’re the perfect engi for us then feel free to send me a mail / whisper or simply leave a response here in this thread. we will arrange some fights then to test your skills in matter of mechanical and communication skills.
we also have an arena called haha heavenly annoying training server – feel free to drop by (or send us a pm when we’re not there).
looking forward to playing with you
(edited by Jekkt.6045)
example:
- “Eye for an eye – when disabled taunt that foe for a short duration”
example:
- “Eye for an eye – when you are hit by a disable while you have stability, taunt that foe for a short duration "
passive or not passive, taunt on stun makes just way more sense than taunt on stability. so just let it be.
retal is fine too.
and how would you heal yourself in a 1v1 situation? not counting the pet walking over it.
and i could also imagine uguent as a survival skill.
there are many fun ele builds out there and many of them are very strong in 1v1 but that’s about it.
this build has decent pressure but gets overshadowed by the low hp and vulnerability to conditions. even the -20% condi duration wont save you here (especially in wvw with the food) and in pvp this build is maybe ok as a side node contester but not ideal for yourself and your teammates; pvp is not a 1v1 game mode.
the reason why d/d is meta is because it can self sustain and support allies, not because it kills and in fact has the lowest dps of the celestial builds. your build can kill slowly but your self sustain is lackluster, especially when focused, and you dont support allies at all.
nothing wrong with using it as a wvw roam build though.
i totally agree with what you said but i think that maybe a bit of “opness” for the heals wouldn’t be all that bad. the problem i have with healing spring is the base healing, ofc the regen is awesome but most of the time i have regeneration anyway. so a cooldown reduction wouldn’t be bad and counting as a survival skill with SotF would allow for non empathetic bond builds while HaO would allow for non SotF shout regen builds (maybe even with soldier runes).
heal as one and rampage as one would become shouts
and healing spring would become a survival skill?
traits for shouts: -20% cd, 13s regen and swiftness
trsits for survival: -20%cd, fury and 2 condi cleanse
i think it could be borderline but it would benefit the ranger quite a bit and open the path for new builds.
discuss
edit: or uguent as survival and spring as a trap
(edited by Jekkt.6045)
obviously chronomancer-chan will also get slow
if you’re interested in titles you could go for all the champion “inser class” titles, with a winrate of around 50% that would be 300 games on all classes which should give you a decent experience with all of them.
you also get them from pvp rank up chests. the higher your rank the more you get. max is 5 per rank up.
because you would kill every other ele build even more; simple as that.
give berserk eles more survivability and i will have no problem with renewing stamina getting nerfed.
idk if im mixing up things or just misunderstanding, i am pro splitting conquest and stronghold because when i feel like playing stronghold i wanna play stronghold without having to pray that the rng wheel lands on it.
your “there’s no reason at all to split them” confused me.
GW2 HoT is going to have a massive entry of new & oldplayers.
The queues are going to be really populated so there’s no reason at all to split them.
thats actually a good reason to split them because you wont harm the queue times if there is a good amount of players.
doesn’t have to be the case. imagine a guard / ele putting walls down when he thinks that there are stealthed skritt bombers. or staff necro, easy checks.
while the game mode itself looks very nice i am really disappointed that it shares the same queue as conquest. that’s a bad decision and i really hope they will reconsider it.
its not that hard to just give the players seperate game modes. just add conquest, stronghold (maybe tdm in the future) and random with additional rewards to make it interesting.
the auto attack is already pretty bad and 1,25s cast time so i wouldnt try to nerf that one :P
the problem with all lines except water and arcana are that you have absolutely no defense. the only exception is air with fresh air but this is more “kill before they kill you”.
in order to make other trait lines viable they would have to offer similar defensive capabilities like arcana or water.
as for the blinds, 2s would be good, 1 is a bit short then again if you spam fire auto its perm blind so :/
the problem with evasive arcana and cleansing water is exactly that its hard playing without it.
will still have to test fresh air and evasive arcana, im not tryhard testing the build atm as im a bit bored. i dont think it is as effective as d/d but its a welcome change that is still able to keep up with most other builds.
i tried it with hoelbrak instead of the parrot and the damage is not high enough, im not a big fan of the parrot either.
i do not have the same playstile as a d/d though, i can take 1v1s pretty well but as soon as its 1v2 i start to struggle. i think its more the role of a rifle engi, roaming but still being able to hold the node to some extent.
what i would like a lot is if they would just buff or overhaul s/f fresh air. it has so much potential but is held back by bad skills or thieves.
thanks but i did not want a truly offensive build^^ just a more offensive :P
Post patch d/d and d/f will be exactly the same as they nerf dagger mainhand and not the offhand. The nerf won’t be too huge and ele will still be viable so don’t panic.
S/f is a burst build played with fresh air and is way harder to pick up than d/d so if you only played a few matches on ele i would not go for s/f.
i dont like fresh air on dagger as it kinda kills the rotation.
the reason i took soothing disruption over cleansing wave is for the heal and the 100% vigour uptime with renewing stamina. condi cleanse is nice but i feel like 1 more cleanse on a 10s cd is not worth it.
blood/leeching over energy is for additional heal as i dont have evasive arcana.
the only high damage skill i lack from dagger is fire grab which has a pretty long cooldown anyway.
hi my name is Inflambio and i’m a pvp elementalist player. i have around 1000 hours and 1500 played matches on my eles and played for several teams in tournaments.
The current meta of celestial d/d is quite effective but recently i got bored of it and decided to find a more offensive but still effective enough build. after theorycrafting and testing many builds i finally found one that fits my needs and i would like to share this build with you:
http://gw2skills.net/editor/?fFAQJAodhcM6c24wwBr0APAGxhQMQcA4B0CLWFSCA-TJBGwAKOBAAeAAMLD8e/BA
the weapon choice is d/f as shocking aura and the focus interrupts synergize well with lightning rod.
amulet is still celestial as it provides good crit chance, crit damage, condi damage and healing. the sigils are blood and battle. blood can also be swapped for air.
this build gains its additional damage from sigil of blood, the higher crit chance and crit damage, the perm fury uptime, air attunement, lightning rod and the parrot.
it is still defensive enough to tank hits but then again you shouldn’t try to facetank with it.
utility choice is lightning flash, cleansing fire and arcane shield which can also be swapped out for armor of earth. the reason why i picked shield over armor of earth is that both are stunbreaks, with the shield you take no damage for 3 hits instead of -33%, its better against boon strips and deals additional damage when it explodes.
as elite you can use tornado as it works with lightning rod and hits around 3k with each stun and can be fatal for engis. you can also use the greatsword for more mobility. im not a big fan of the elemental because its more of a 1v1 elite and you are already strong enough in 1v1.
the tricky thing about this build is the conditions. it has less condi cleanse than a normal dd build, overall 5 (3 from cf and 2 from earth 4) so you have to work around that with stunning your enemies at the right moment or going invul when condispiked. the projectile blocks work well against condi engis so necros are the real pain but can be killed faster due to the damage of this build.
use your dodges at the right moment and dont spam them. you dont have evasive arcana anymore so there is no need for water dodge rolls. sigil of blood will make up a bit for the healing you lose without evasive arcana but overall this build has less healing than dd.
i had a lot of fun with this build and won a decent amount of 1v2 fights. you can surprise your enemies quite a lot with it and it is perfect for players that want a more challenging build which is still effective enough compared to dd.
feedback and criticism are welcome as long as they are constructive.
well they dont have a lot of group support nor burst setups. they keep constant pressure from staff autos though but thats it. they excel in 1v1 or 2v2.
and then again there is pu condi or condi shatter.
in what they do they’re pretty strong so they dont need further buffs imo.
(edited by Jekkt.6045)
well the reason why im trying to give feedback is to make arenanet think again. its the same with me, if i have an idea i talk with other people about it because sometimes you just dont see little things which other people might.
and after all i think they show us the changes first because they do want feedback. and not just for fun.
the trait is 100% passive. that is the problem. you can not predict it nor can you avoid it.
and it deals a lot of damage for that it is not even avoidable.
as engi you have access to a lot of heal on demand with one of the best heal skills in the game. you can chain your blasts/leaps which aren’t even on a long cooldown. the kiting potential of a celestial rifle engi is beyond the one of an ele and your chances in a 1v1 are just as good.
you have a way larger health pool than ele has and as nice as protection is, d/d is close combat. how do you imagine a light armor class fighting in close combat without something like that?
if you want to nerf engi then nerf the passive traits like incendiary powder. as suggested many times this trait needs an icon that indicates that it is up and that you can actually dodge it. the same for transmute, rather than just converting a condition it should make the engi do something, switch to a kit or whatever is useful.
did you even read my post about the loss of power compared from ele/war to engi?
engi is as tanky as ele and has even more direct damage and condi pressure.
Celestial engineer has weaknesses. Good ones know how to tackle them, but they still exists. Mesmers are one. Necros is a big one. Condi classes in general are REALLY strong against them. Shout warriors, condi rangers, and even good condi engis can beat celestial engis. They are not invincible, they are just a hard match-up that requires lots of practice against. But once you get how to beat them, it would be rather easy. Learn to dodge please.
After all, engineers can’t stack might, the only source of might – sigil of battle – have been nerfed. Unless you want engineers out of the meta, this is a sufficient nerf. Even tho i still believe sigil of doom/intel and Rifle knockback requires a nerf for it to be completley balanced. (Read my forum post for full details)
so have eles. necro and mesmer and even thief to some extent. whats your point?
assuming an ele/war stack 25 might, with the nerf that’s gonna be overall 3 less might stacks and of those remaining 22 they will lose 5*22 power/cond dmg because of 35-30 stats. resulting in a loss of 200 power and condition damage.
engi doesnt stack might with fields but only with battle. assuming an engi stacks 15 might stacks, that way he will lose 3 of those because of the battle nerf and 12*5 because of 35-30. thats a loss of 150 power and condi damage. 50 less than ele/war.
engi doesnt need a high might amount to be as effective as ele/war so this nerf is in favour of the engi.
and why does this not qualify as feedback? im giving my feedback to their balance change ideas. and i have played this game and especially pvp enough to be able to predict certain things.
shoutbow actually beats engi.. so its hard to tell which one is gonna be more op. at least in small scale.
thank you
ranger is too strong? lol
ranger is not in the meta because ele and engi are better at supporting and have a higher damage output because of the might stacks which they can stack for themselves and their allies.
and power rangers get killed by thieves, guards and mesmers.
still you can’t make them too strong so that they can perform well in teamfights because they already have good 1v1 capabilities. the problem with condi mesmer in pvp is, as you said, they’re not very good point holders because of their class mechanics (so are shatter mesmers) and their reliability on kiting and PU.
for many classes its very hard or even impossible to kill a condi mesmer in a 1v1. not every build is viable for conquest after all.
necro
Locust Swarm: good qol change but this skill is still not aoe. hello war/ranger aoe warhorn swiftness.
Corrosive Poison Cloud: overall this skill is way too weak. nobody uses it and its not because of the casting time. its a wasted utility slot if you take this one over a teleport or corrupt boon.
Signet of the Locust: maybe this is beneficial for MM. i dont see much use for it on condi or power necro though.
Signet of Undeath: meh its not really big and as i said above, its a wasted util slot if you take this one.
still no changes to the life force issue on start for necros. first fight for a necro is a pain since the anti-stack-before-match update.
ranger
throw torch: ok, makes landing it a bit easier.
bonfire: was needed. bonfire next to a combustive shot always felt so disappointing…
hunter’s call: was needed.
call of the wild: at least it has the same cd as the water field now. i still think that a bit more might stacks on this skill could have been beneficial.
heal as one: was needed. this skill was an invitation for interrupts.
tbh im not sure if this will help rangers enough to get back into the meta.
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thief
blinding powder: ok.
dancing dagger: even with faster travel speed this skill still sucks. the only time when this skill was good was on release when it dealt damage. why would a thief need this skill anyway? thieves are faster than any class so they dont need the cripple. rather give it torment or boonhate, 3% more damage for every boon on the enemy.
needle trap: still useless.
shadow pursuit: this trap was destroyed with the cooldown on destroy. while the increase in might duration is nice this trap will not see any use even with this change.
invigorating precision: this is actually an interesting change but i still think that this trait is not worth it as you need to crit. rather lower the % but enable it for all hits.
thief still locking most other dps classes out of the meta which is very bad for the game imo.
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warrior
killshot: was needed. i dont think it will change much though. its still the same as churning earth and requires setup and is easily avoidable.
brutal shot: why was this on 1s casting time to begin with?
arcing slice: was needed.
rush: was needed. sometimes this skill just randomly failed.
i dont think the changes to rifle will increase its use. the changes for the gs are nice but then again the gs isnt such a great weapon for pvp overall.
not sure if leaving shoutbow untouched is a good idea but we’ll see.
overall im disappointed and i really hope that this is not all we get. you had enough time to figure some good changes out but all i see here are minor fixes.
most likely the meta will still be the same and thieves still lock other dps classes out except dps guard (which is locked out by ele).
i tried to be as constructive as possible and i hope that these changes are not final.
(edited by Jekkt.6045)
i will list my personal feedback here based on my experience.
Changes to might: im okay with this. might was strong.
Sigil and runes change: nerf to battle is ok i guess. nerf to nightmare runes was needed.
however: no nerf to air/fire which is very disappointing.
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ele
drake’s breath: im okay with this. the burn was pretty long and the cd of the skill was low.
lightning whip: stowing abuse removed. that’s fine. i didnt do the maths but i wonder if 0,2s casting time less equals 10% damage.
comet: sure why not. but not many eles are using focus anyway.
shatterstone: useless. this skill sucks because of the mechanics/damage/utility and not because of the casting time.
dust devil: ok.
no changes to churning earth? make it like killshot, the more you channel it the more damage it deals but let us also use it unchanneled instantly for some bleeds and the cripple (not the full bleeds ofc).
ele got nerfed the most this time. it wont break ele but its a bit sad that engis and shout wars are allowed to stay as powerful as they are. as might nerf is equal and healing capabilities have not been touched i wonder if these classes can even kill each other now.
i hope there will also be trait changes. otherwise this is a huge letdown. still no other possibilities for offensive eles but fresh air which has the defense of a tissue. buff their survivability while reducing or changing the insta damage from air.
engi
Shrapnel Grenade: ok. this will tone mad king engis a bit down.
Throw Mine: ok. not too bad for power engis. not that they are viable^^
Launch Personal Battering Ram: overall the idea is good but the problem is the travel time and the casting time. a better way would be to make it instant and as fast as surprise shot but with less damage. this way i see it more like a random interrupt instead of something like thief’s headshot.
no changes to the passiveness of incendiary powder or transmute. disappointing.
no changes to turrets. even more disappointing.
guardian
litany of wrath: imo the problem of this skill is the initial heal. 1,6k is not enough. double it and this skill will be way better. the health return should be a bonus and not the main thing. if you see a guard activating this skill you know that a burst is coming.
shield of judgement: ok. wont make shield more viable than focus though. a way to make this skill more viable would be: knock your enemies back. for each enemy knocked back you and your allies will get 1 second of protection.
shield of absorption: ok. a bit more healing with the reduced cooldown.
zealot’s fire: ok. results in more dps for torch guards.
no changes to cleansing flame. more damage or simply a self cleanse with a nerf to overall cleanse of this skill would have been good.
mesmer cant talk too much about this one because i dont play mesmer very often.
Deception: i dont agree with this change. while this is mostly to annoy stealth stompes other classes like necro still get trolled by stealth stomp. especially with the unbalanced downed skills arenanet should keep equality.
phantasmal mage: increasing the initial confusion but lowering the rate of fire which results in less condi cleanse but more overall confus pressure. i just wonder why you keep buffing condi mesmers.
confusing images: same as above. why do you keep buffing condi mesmers? they are not weak at all and dont need to be buffed imo.
time warp: ok.
illusion of life: ok but i dont think that it will change much. most of the mesmers dont run this anyway and its a risky skill to begin with.
phantasmal defender: ok.
(edited by Jekkt.6045)
nerf battle, hoelbrak/strength and air/fire. that way it will be an equal nerf.
if you nerf the blast on earth dodge you hit staff eles too. if you remove the blast on water 3 which they just added with the last big update its stupid aswell. so go for the runes/sigils.