Showing Posts For Jerus.4350:

Time to separate agony resistance from armor

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Thankfully, nobody proposed removing an achievement requirement from earning items, only removing the tedious repetition of grinds.

I don’t understand what’s so important about repeating “progression” on alts. It’s like saying getting the 170 hero points on 8 toons (having one lv80 class of each) just to unlock their elite spec stuff is OK. Or doing world completion on multiple toons. It’s just pure tedium.

People don’t roll alts to repeat progression. They do it to experience different personal story steps and starting racial experiences, or even more so experiencing the different combat experience of another class.

More importantly, I detest this idea that games involve “work”. I play games for leisure. I’m OK with challenges gating rewards. I’m not OK with repeated chores I have to put up with that basically test my resistance and will to overcome boredom.

I’ve done the PS on all my characters usually repeating the same one (being balth is so awesome! as well as the golem suit later on).

I do agree with you though, I would prefer that level of commitment wasn’t there. But, it is… and some people like it, some people like having something motivating them to do something, it’s something these games have thrived on for years.

[Suggestion]Phantasm Survivability Rework

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Jerus.4350

I always find it funny that PVE is lumped as one giant category while PVP is broken down. As someone who likes to be able to solo on his mesmer, simply no thanks. I mean for PVP it sounds fantastic, no more getting your illusions cleaved down or pierced through unless they’re attacking you specifically… yeah nice. But, when I’m so often on the top of the agro list in PVE content, yeah, no thanks, I don’t like the idea of even weaker illusions.

Time to separate agony resistance from armor

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

The number of people who oppose QoL features that don’t harm them in any way will never cease to be amazing.

I don’t think this is a QoL thing as much as just “man that’d be nice to not have to do on my alts”. QoL to me is making annoying little things better, not removing progression from the game, that’s a bit too extreme to be labeled as just QoL. I mean can I say it’d be a QoL change if they let me get sinister trinkets without having to get the achievements? What about if I wanted to get a legendary without all the work? At what point is it QoL and at what point is it a bit over the top?

Can we get an updated DPS tier list

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

4 seconds at 3 second intervals and generally if you need stealth for a skip that usually means there are mobs around.

And if there isn’t you can bomb kit, or if you just used it, then you wait 5s and do it again. Really struggling to find a use for it when it agros things.

Since the Scrapper Reveal

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Posted by: Jerus.4350

Jerus.4350

Cause what will happen otherwise is that people will use those “three leap finishers, a block, and a reflect” when they aren’t on cooldown and switch to some kit for the rest of the time.

And why is this a problem?

The scrapper is intended to help fill out our current defensive liabilities … primarily our lack of stability options. There is nothing about it that is intended to challenge or usurp our current high damage options as those are already plentiful and really quite different depending on whether you want to spec for power or condi.

I get it that people have a DPS-over-all mindset in PvE because that’s just the way the game has been played up to this point, but ArenaNet is obviously taking a different approach in Heart of Thorns and the community refuses to adjust.

If they do make HoT require high passive defenses, well, I don’t care to adjust, I’ll continue screwing around in fractals and doing the content I enjoy. There’s a reason I’m a fan of PVE in this game, and many reasons I dislike the PVP.

[PvE] The New Chronomancer Dungeon Rotation?

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Jerus.4350

Not disputing Alacrity + Quickness benefits, more the need for this level of up time and the value of shedding the defensive support. We don’t live in a vacuum of paper theory perfection.

Since the Scrapper Reveal

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Posted by: Jerus.4350

Jerus.4350

I know people that only play PvE may find this statement baffling, but weapons are balanced around more than just damage, and if they build raids right, there may be situations where it is advantageous to run more defensive builds commonly seen in competitive modes.

I think we all know that. Toolkit isn’t a powerhouse on damage, but it is amazing defensively. Likewise with P/S setup. It’s no surprise that the P/S nade bomb toolkit condi build is less damage than the P/P nade bomb FT build. No need to make jabs just because some people find PVP dull.

Then why are people complaining that the grenade kit outdamages a weapon with three leap finishers, a block, and a reflect?

I’m sorry if you find what I’m saying offensive, but PvE players are exhibiting precisely this mindset in this thread. All they care about is DPS.

I was doing so in the hopes it could be a weapon that could stand on it’s own, but I was wrong, I just wasn’t thinking it completely through. Of course it’ll be an amazing defensive weapon. It shouldn’t be as high of damage as rifle. It honestly should be worse damage than P/S but it’s pretty hard to do that and still have anyone want to use it.

And I’ll say that all along I wanted more utility out of the AA more than just flat damage.

(edited by Jerus.4350)

Since the Scrapper Reveal

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Posted by: Jerus.4350

Jerus.4350

That being said, I’m worried about your hammer changes. A boost to the AA is nice, but the damage of non-AA skills is more important since you rarely AA in PvP and DPS in PvE is based on kit swapping to use the highest damage attacks. If the AA goes from bad to mediocre and the other skills go from good to mediocre, then the PvE build will just skip all hammer attacks for good attacks on something like Rifle.

I’m in complete agreement here. You can safely move damage from some skills to the AA, but you need to leave the hard hitting skills intact or nobody will use the weapon in PvE.

As much as I’ve spouted off about this… you’re right. Damage on hammer auto will either be low with high damage skills, being put into our rotation. Have the AA high damage, and have it increase our overall damage potential which is honestly high enough as it is. Or have it right in the middle and will just not really raise the “easy build” potential like I was hoping. Been thinking about it all morning (over a very delicious breakfast) and I just can’t figure out how it’d be done without one of those outcomes. So honestly… maybe it was best left with stronger skills and a mediocre auto attack for damage. That said I’d still like a utility on the final strike that’s not things we’ll already have capped :/

Since the Scrapper Reveal

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Jerus.4350

I know people that only play PvE may find this statement baffling, but weapons are balanced around more than just damage, and if they build raids right, there may be situations where it is advantageous to run more defensive builds commonly seen in competitive modes.

I think we all know that. Toolkit isn’t a powerhouse on damage, but it is amazing defensively. Likewise with P/S setup. It’s no surprise that the P/S nade bomb toolkit condi build is less damage than the P/P nade bomb FT build. No need to make jabs just because some people find PVP dull.

Time to separate agony resistance from armor

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I agree with your sentiment Miku, but I disagree with it gaining a new functionality. I think it becoming more powerful would be worse for the game, the fact that it’s power is limited is a good thing, it’s stronger in fractals, a limited area of the game and again that’s a good thing. I’d rather see it limit our progression in one area of the game than to create power creep or prevent play in the larger portion of the game.

Of course my personal opinion is I liked the idea of just grab some exotics and you’re off, no need to progress further just enjoy the content. I can see how that doesn’t sit well with some though, I’d admit I used to be of that same mind “just give me something meaningful to work on,” but I’m just far more casual now.

[PvE] The New Chronomancer Dungeon Rotation?

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Jerus.4350

Strengths I see are Reflects for sure, Skipping, and Condi cleanse as a main 3, of course we have a lot of stuff to offer but if I had to say there were 3 things I did the best, it would be those.

So the shield provides projectile destruction, and if you’re in a situation that requires reflects, you’ll swap off calamity for feedback instead. The heal well is cleansing 3 condies in an aoe + a large heal every time you use it. If that’s not enough cleansing, your party has some serious issues. You can swap from BD to PU, swap on MI, and double tap it for an instant 20 seconds of stealth for skipping.

Weaknesses, well, it’s mainly just one, the impracticality of illusions, the way they can die so quickly, even the 1s of distortion hasn’t been enough in my experience considering it’s only phantasms. So I don’t think shatter becoming stronger will really fix that issue, help yes, eliminate no.

This build completely eliminates that weakness. Instead of trying to do damage yourself, you’re making everyone else on your party do far more damage. Providing permanent alacrity and quickness to the other 4 members of your party makes your effective dps (the amount of damage that your party gains by having you there) higher than an additional elementalist.

Condi Cleanse aye, should be covered, though I think being able to space them out with Mantra is more beneficial than a strong one on a longer cooldown.

If you think feedback + shield is enough… how often do you do a lot of the tougher reflect content? Though I guess you could say “well then they just gotta learn to dodge” but… well, then again you’re sacrificing damage potential. I’m just not convinced it’s enough, esp without mimic on that feedback.

As for deminishing the weakness by bolstering support. The question is not whether it bolsters support or not, it’s whether it’s worth it. There’s a chart that could be made, how much damage you’d do in a situation vs how much you’d add to your team in a situation. And yes, it very well might increase in your comparison in a vacuum, but again, add in projectiles and I think that’d paint a very different picture. And also what about a more damage focused Chrono able to provide a lot of quickness and a good bit of alacrity… again just not convinced.

Now we get to the stealth/skip part, that’s one thing that really troubles me. I’m often sitting on one or even 0 swappable utility slots at the beginning of an encounter having used them all up to get us through a skip. Do i sit around and wait to get my Timewarp? do I sit around and wait for the well(s)? Viel, Mimic, Mass Invis, they have long cooldowns. It’s a concern of mine.

I’m sure your build will do well, easily exceed viable, maybe be optimal in some situations. I just don’t think it’d be something I’d consider my base build is all which is what I consider being “The” build, the baseline you alter.

Since the Scrapper Reveal

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Posted by: Jerus.4350

Jerus.4350

To be fair, people would be pretty excited about a utility that said “heal yourself for 12k HP, instant cast, 30s CD”. Which is basically what the bulwark gyro does.

I think there’s a difference between “heal yourself” and “protect yourself from”. Large enough burst after you’re already lowish and you’re still going down. It’s just a super protection which if I’m not mistaken they already gave to Ele? Just it’s group wide and HP capped so it goes down quicker with a group.

Increase Hammer #1 damage before bwe3

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I get that, but I think we can strengthen non kit, or more so non full kit builds by giving at least one strong enough chained auto attack. Not looking to create a new optimal build just decrease the gap. Give a decent option to those that don’t want to play it. One that isn’t strait FT or bomb spam which I’m sure you know how big that gap is. Basically there’s too big a gap between the build options in PVE. (before SD screwup it was pretty decent in PVP for it’s burst potential, that just needs a fix IMO).

Since the Scrapper Reveal

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Jerus.4350

For Bulwark Gyro,
Is it possible to up the armour on it but still take full damage (well 50% of other players hit) it absorbs?
IMO it’s alright if it dies quickly from aoe other allies are taking, but that doesn’t mean it needs to melt from aoe it takes directly does it?

This is a really great suggestion in my opinion. If you give it a ton of HP, it becomes really oppressive in 1v1 type situations. Giving it some protection against AoE and cleaves seems like a really good way to approach it.

+1… or 2? It should just explode and be useless in group fights, it should just die quickly due to taking too much damage from protecting too many allies taking too much damage.

Increase Hammer #1 damage before bwe3

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Jerus.4350

To add, I literally have 0 complaints about current engi. We do great in a lot of things, cover a lot of versatility well enough, just nothing I pinpoint as a “we need this” other than needing something for players that don’t want to play it to it’s max (which again, I love doing, I’m far from perfect but that’s why I love it, still room for improvement).

Increase Hammer #1 damage before bwe3

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Posted by: Jerus.4350

Jerus.4350

You’re misunderstanding me. I don’t want it’s DPS to beat out the current kit juggling. I want some utility on it that makes it strong enough to be worthwhile without kit juggling.

If Irenio’s change is significant enough it’d already do the trick… possibly. Honestly I think it’s kind of OP to have so much DPS inside defensive skills, so I think he did well on that.

The entire point of my post is to strengthen non kit swapping builds, create more diversity, strengthen non kit skills by making you stronger in the void (I define that as the time when we’re spamming 1). Yes acid bomb is still easily the best DPS skill to have around especially considering the utility you get with the EG kit. Flame blast is still always amazing. Grenade kit with barrage and shrapnel… awesome. But I think making any other utilities even close to matching a kit is simply absurd becuase they’d be all in one single skill usage. I know you know engi… probably better than I do, but kits are kittening awesome. I just think the only way to really strengthen non kit options you have to give something that has a stand alone power to decrease that gain of juggling the kits. As strengthening the non kit skills to kit levels is simply too good.

I want an increase to sub optimal builds is all I’m saying. Many people don’t like nades (I love em) many people don’t enjoy the kit dependancy (again I love em) and I think that’s an area that should be addressed with Engi. You’ll probably still use a kit maybe 2, but the 3 kit rotation is finger intensive to the point that I can’t help but feel it limits the popularity of the profession in a negative way (again, I love engi as it is). I feel it’s one of the big limiting factors of the profession is all. I want all those FT/bomb kit spamming Engi’s to have a better option.

I think that song someone made about Engi summed it up great, “The noobfilter profession” https://www.youtube.com/watch?v=yva23bkjXHc

(Honestly I’m a salty old at hear kitten that drinks too much whiskey and yells at kids on my lawn, so it’s not my style to listen to this stuff, but I’m a HUGE fan of that song, so dead on and cute)

Since the Scrapper Reveal

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Posted by: Jerus.4350

Jerus.4350

Irenio, the invis dart on the gyro bothers me. Will that be a amination that you have to screenshot to see or will it be something that can be blocked and/or reflected?

I also want to comfirm two things ( if I may )
Rocket charge has 3 leaps each with there own evade frames on them?
Does the trait " Impact Savant " work with over charged shot? For CC’ing an enemy for longer.

I would also like to say great job with what you have shown us so far! The toolbelt move-able reflect, the invis gyro and the hamer look amazing and I can’t wait to achi great things in fractals with them plus the traits.

Sarah

Reminds me to ask. Is it true that stealth gyro will agro in PVE? I mean I honestly think it would be OP in PVE 30s! wowza, but you do move on quite quickly usually, even pets that don’t agro in PVE usually trigger effects like traps, turrets and what have you. But I can’t help but feel the pulling agro kills it’s quality of use in PVE as I can always just slot smoke bomb and stack 15s of stealth if I want it, so why would I want stealth gyro? Use my elite slot and put it on cooldown or slot a kit use a skill and swap it out if I wanted to. Seems like an easy choice.

I’m ALL for it’s being seen in PVP, it’s a balance issue 30s of stealth completely unseen, yeah that’s OP. I just wish it worked like a normal pet. The PVE could be OP but again, you don’t just sit in one place for all that long, the only exception would be rezzing someone which if you’re using an elite… ehh… but I could see that concern. Just again, seems useless in it’s current manifestation as far as PVE is concerned which as you know if you read any of my posts, is a big concern of mine.

(edited by Jerus.4350)

Since the Scrapper Reveal

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Thanks Irenio, some may hate me for saying it but I like what you did with hammer (well at least the idea) rest I’m not really too concerned with >.<. Glad you’re keeping tabs, with only one BWE I’m sure you’re a bit more crunched than the other guys. GL

Time to separate agony resistance from armor

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I think HOTS should be a good time to separate agony resistance from ascended armor set. I would like to see agony resistance become an account-wide stat just like magic find.

My reason for agony resistance being a bad thing tied to armor:
1. GW2 is advertised as a no-grind for stats game. However, to progress in fotm, you have to make ascended armors which are quite costly. And the ability to craft ascended armor has no correlation with one’s ability to do fractals.

2. Anet wants every profession to be versatile. However, with AR tied to armor, one has to stick to one set of armor which greatly limits build variety. If you want to switch from power to condie, you have to craft a complete new set of ascended armor. This is not fun.

3. I am also forced to run with limited professions. Heavy/medium/light gear type can only be shared among three professions.

4. Ascended armor is end-game gear. Being forced to put on AR in the infusion slot makes me feel awkward. Just in order to do fractals, I won’t be able to put other types of infusion in the slot.

With the new fractal line in the mastery system, I think there should be no problem for Anet to separate the AR progression from the gear progression.

1) they’ve obviously deviated from that course of action. You can see it with the vertical progression they’re introducing with masteries, with the fact that ascended exists at all and AR which has existed for a while now.

It’s still not a grind game because it’s all optional as well. In fact you can experience all the fractals with 0 AR, it’s just extra optional difficulty levels that are opened with AR, which is hardly a grind compared to other games.

And, the fact that you use Colin’s responses about raids is a very clouded sense of reason as raids are actually going to enforce mastery requirements, which obviously goes against the ideals you’re trying to hold to.

2) As has been said many times, the control/support/damage roles are far more about skills than they are gear choices. Sure support can be bolstered by gear to become more of a healer, but the strongest support is the active support you can do with say reflects, stealth, might, vuln, fury, and then more niche or specific skills like Transfusion, Frost Spirit, EA or banners. Control really has almost no gear dependencies other than maybe some condi duration but that’s what 25% max on those conditions compared tot he 50% you can get from food, not a huge deal. Now damage is heavily influenced by gear, but because those other two aren’t you’re free to use damage gear while you do the other two, and gear has become far more of an ease of play choice than a role choice.

3) Focus on trinkets/weapons, I have a set of 60 AR trinkets and at least 2 of every weapon type ascended with AR. I can swap gear freely and hit 70 on any character, heck I’ve made characters and had them running fractal 50s within a day.

4) Choices, choices, again the idea that there is no vertical progression and there is no grind at all was a lie from the get go. We all know it, quoting the original intentions gets us nowhere. You want max stats, well you can get the stat + agony stuff, it just costs to do so. But, its’ money that honestly comes at a pretty rapid pace if you play the game. Playing about 2-3 hours a night, often in PUGs or thrown together groups of friends/acquantences I’m still pulling in well over 100g a week with a little added selective crafting (all of like 5 minutes). It’s not even close to the required devotion of any of my previous games.

Now… I say all that but I totally agree that AR is dumb, and that a split from it being character/gear bound to something account would be simply amazing. I just felt the need to play devils advocate and have a little fun

I don’t think there’s a completely right side to this argument though. I think many people do want a progression system, I think people do feel tied to their ascended armor in a positive way and would be disappointed if all that work was changed to be less meaningful to them. I think those are just as valid as he contrary opinion (which I share with you OP) in that it’s just not fun and very stifling. Hell I have trinkets/weapons to swap around but I find it a pain and will often favor playing my normal professions over the professions I want to at the time simply because I’m too lazy to swap that stuff around all the time.

(edited by Jerus.4350)

[PvE] The New Chronomancer Dungeon Rotation?

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Jerus.4350

Strengths I see are Reflects for sure, Skipping, and Condi cleanse as a main 3, of course we have a lot of stuff to offer but if I had to say there were 3 things I did the best, it would be those.

Weaknesses, well, it’s mainly just one, the impracticality of illusions, the way they can die so quickly, even the 1s of distortion hasn’t been enough in my experience considering it’s only phantasms. So I don’t think shatter becoming stronger will really fix that issue, help yes, eliminate no.

Again though, not saying it’s a bad build, it may see some use, but I don’t see it taking a main seat in the content we currently have (dungeons/fractals) as our ability to protect ourselves from projectiles is simply too important too often. And while sure the rev could swap focus to that with Ventari… I don’t know, I just don’t see it being the better of the two options.

Of course for raids everything might change, this very buff oriented build may be amazing, we may be tanking up a bit and just trying to keep everyone going fast not focusing on damage at all. We may be playing a condi support role. We may be doing just about anything, who knows, but for the content we have I just can’t see moving away from the role we currently have, I can see adding chrono to it making it all that much stronger.

But then again, I’m not a main mesmer, I do enjoy it though, it’s just my 2 cents on the build.

(edited by Jerus.4350)

Increase Hammer #1 damage before bwe3

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Jerus.4350

The hammer kit already has 2 whirls, 3 leaps, a projectile reflect, blocks, lightning field, a stun, and an evade. I think a blast would be over the top.

On top of that, it will contribute to zerker DPS about the same amount as rifle currently does, thanks to the non-AA skills (just like rifle already does).

I hear ya, I just don’t see it being OP at all.

I’m not suggesting increasing damage at all. I’m saying take off the might/vuln on there currently and tie a blast to the end of the chain.

We’re looking at a ~3s chain.

Within the power rotation there is 2 sections where you’d have the time to pull off a full auto chain, and unlikely that you get all 3 in twice and that’s using the not quite optimized rotation (not starting grenade portion with shrapnel) if you do, then you’re only looking at maybe 1 full chain in the 30s rotation.

Anyways, at this point I realized something that would be OP about it… if you miss. This game will queue the 3rd hit again if you do not connect to a target with the attack. So you could back out during the final swing, blast, and move back in for a second blast + hit. You’d lose DPS but you’d gain double blast… could be potentially OP.

So I guess ehh… I forgot about that little trickery.

Still don’t think it’d be OP if it wasn’t for that though as it wouldn’t be optimal damage, you wouldn’t get the vuln/shrapnel, and I think our optimal rotation would likely still use it for it’s skills rather than auto maybe slipping one in during a longer “void” time between big skills.

Again I’ll say I was really hoping to see a weapon with a strong enough primary attack to devalue kit juggling by decreasing the gap between doing it an not doing it. That’s something I feel Engi is missing and contributing to the weakness in the alternate utilities, as it’s pretty much impossible to beat kits outright, and certainly if dropping a kit reduces your damage to the extent it does now.

[PvE] The New Chronomancer Dungeon Rotation?

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I don’t think it’s a bad build. I guess I just don’t see it going meta as I don’t see it as being as min/maxed as the alternatives. It won’t really add that much DPS to the warrior as the allowance to move from PS will not help as much as the allowance to move from strength runes and other such might boosters which is what a Rev will allow on his own with the boon duration buff. And his more practical damage output. I could very well see chrono being a large thing, and I could see getting use out of this build as well, but just not in a meta setting.

So the idea of calling it “The” chronomancer dungeon rotation is a bit off to me. I’d call it something like the Illusionary warrior, or buffbot extreme. It’s nice, it has certain qualities, but I just don’t see it playing to mesmer’s strength fully, and I don’t see the weaknesses of the class disappearing such that it’d allow this build to be an optimal setting outside of a few niche cases.

I’d be happy to elaborate but I think the discussion on this topic has already hit many of the points I’d make, strength of reflect, impracticality of clones and phantasms in PVP even if you’re shattering them. I do forsee me putting most of my specialization trees to use though. Chrono/Illusion/Inspiration on one fight, swap inspiration for chaos to skip, swap chaos to duelist for next fight, then back to chaos to skip, and then maybe even dropping chrono at times and, I don’t know I forsee a lot of swapping to optimize, which we already do but it’ll only increase.

Describe the Scrapper in 3 Words.

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Player Versus Player

Increase Hammer #1 damage before bwe3

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The issue with the weapon AA’s is that engy is balanced around having access to 5734684 skills at a time. You pretty much just flip through all the kits and hit any button that does more damage than grenade AA. Nade AA is only better than bomb AA because 3x vulnerability and shrapnel procs by the way.

If you made hammer AA better than grenade AA, with all of the defense it provides, it would be almost as brokenly overpowered as revenant sword (that means really really OP).

I’d agree if we were talking just strait more damage, or if it did something like Phalanx strength or even forcefull greatsword. But I think with a backloaded utility effect like a blast it has the potential to be a powerful stand alone weapon that you want to bang away with without too much interuption while still not be overpowered as it requires a full round of auto as well as coordination with a field. It could stack close to full might if you had fire fields always under you and never interrupted with say a retal field or any other less desireable one.

Basically it would only be powerful when you’re playing sub par Engi, strengthening alternative builds without affecting the main builds much at all. It wouldn’t be what I’d play most of the time, but it’d be something that would let me change the pace and still have some strength in the build.

But it doesn’t have to be a blast just best one I can think of, anything that creates that same type of situation I describe is what I want to see. It’s what I feel is lacking in PVE the most, something that gives strength to non kit juggling builds.

No place for Reapers in raids/dungeons?

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If raids are anything like what I expect them to be (based on dev commentary giving some clues to speculate about) we’ll be looking at more of a WvW type system. We will have support focused players (Mesmers almost for sure) as well as Damage type people (Honestly necros may shine here if there’s lots of passive damage which I assume there will be), and then some tankier people frontlining holding up rushing enemy waves or keeping proximity/toughness agro on bosses (Reaper may be able to do something?).

But that’s just my speculative assumptions, could be and hope I am totally wrong.

What is better open world PvE?

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sword phantasm is actually the highest power damage, it may not seem it, but it’s great because they hit more often than the pistol or focus guys. Plus the evade and standing a little away from the target can help their survival.

If you’re not using the focus utility you should be using pistol/focus on offhands most of the time (warden cleaves which is great, and torch is nice for some niche things too).

Increase Hammer #1 damage before bwe3

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Jerus.4350

Couldn’t agree more Ricky Rouse, it doesn’t provide much new for us. What it does is streamline a lot of stuff we can already do into a more fluid build made perfectly for a bruiser or scrapper type combat, you can be tanky, you can do damage, you can CC, you can pick people up, be mobile, all together with one traitline/weapon selection, of course you supplement it with other areas to strengthen it further or make it more diverse, whatever you want.

Again I’ll say my problem with the hammer is it really didn’t give us anything we didn’t have from a PVE perspective. Defensive? We have P/S w/Toolkit, want mobility, we have Rifle, rocket boots, EG, slick shoes toolkit, and streamlined kit especially with toolkit. Want CC, well again, we have options. Nothing really new added by scrapper, it just gave us a more complete access to it without as many sacrifices.

That said, from the sounds of it, it was needed in PVP… not a fan of the game mode but from what I heard we took a hit in the last specialization update and this seems like it should help. I also see it being pretty fun in WvW. As I’ve said before, I think if it did anything it filled gaps that were caused by the specialization update, so they made a problem to fix >.<

General Dungeon Discussion Thread - Part 2

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Posted by: Jerus.4350

Jerus.4350

Phrasing is always confusing in these conversations

I think he was saying spoj is that it’s a 4% group buff, or a 4% increase to 4 members for an additive 16% worth of personal dps increases, so if a single player had to take it over they’d have to raise their dps by 16%, then in reality because warrior isn’t the highest dps profession in itself at that point, it’s likely closer to 20% because you have to make up for the Ele’s 4% increases which are of more value than the warrior.

And that problem doesn’t make any more sense >.< Anyways, he’s right, it’s just always confusing.

To make it as simple as possible.

10k, 10k, 10k, 10k, 10k. Now 4 of them increased by 4%
10.4k, 10.4k, 10.4k, 10.4k, 10k Now shift all the gains on to the last one
10k, 10k, 10k, 10k, 11.6k the last guy had to increase by 16%

(edited by Jerus.4350)

No place for Reapers in raids/dungeons?

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Jerus.4350

Isn’t class specific stuff something they wanted to avoid, instead focusing on role dependent effects? If the conditions it inflicted were strong enough to warrant wanting a necro for 66% reduced, they’d be strong enough that you’d basically need a necro. If they weren’t that strong you simply don’t take a necro but maybe have someone with boon removal get rid of the extra 25% because it wouldn’t be that hard to work it in.

No place for Reapers in raids/dungeons?

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Jerus.4350

A raid boss having defiance doesn’t mean soft-CC won’t be valuable in a raid encounter.

Is that still true after a group skips all the trash mobs?

I am 99.9% certain that raids will be more like traditional MMO’s instead of GW2 dungeons.

In every other MMO i’ve ever played the trash mobs can’t be skipped, they auto aggro and never lose aggro until you kill them or wipe.

Additionally they specifically said that GW2 raids will be made up of part boss fights and part dynamic events. It could be that 50% of the “boss” fights are actually dynamic events where you need to hold an area from some crazy strong waves of “trash” mobs. These situations greatly benefit from weakness and chill since even if you have a bunch of stuns, you can’t keep everything stunned.

Trash mobs are actually somewhere that necros can shine since we can AOE weakness and chill. If the mobs don’t die in <10s then you can’t just burst them down.

I remember in wildstar dungeons some of the trash mob encounters took more skill and practice than the bosses did. I hope we see things like that in GW2 raids.

Well, there is barely any mob that are skipable in TA Etherlame and guess what? It doesn’t make the necromancer more wanted.

Trash are trash, not being able to skip them don’t give more meaning to any profession but if a profession allow you to skip them then it give more meaning to this profession (thief, there you are!).

The necromancer have this weird design that say that he “want to be hit” while in this game PvE, you absolutely don’t want to be hit. Now, if they design encounter where you actually want to be hitten by a boss in a contest of sustain against high health pool, then yes the necromancer will have an advantage over other profession. Otherwise, the shortcomings of the necromancer will always show themselve and the resulting meta will not be different than the current one.

I have a feeling that’s exactly the kind of content they’ll be introducing.

And, there’s a big difference between necro and reaper, reaper is MUCH more damage. Necro seems to only have a range advantage (which may be wanted honestly), and maybe a little more build flexibility.

Blind is also OP on trash, I’d imagine they’ll be aware of that and likely we’ll see either lots of fast attacking enemies to prevent that trivialization or just immunity to blind (I’d put my money on fast attacks so we can’t dodge/block/aegis/evade through it easily).

(edited by Jerus.4350)

Increase Hammer #1 damage before bwe3

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Jerus.4350

You guys do know that hammer gives 1 stack of might PER TARGET HIT with the auto. The auto is already potentially too strong with might-stacking runes in a brawler build, and will easily keep you topped up at 25 might in teamfights.

I wouldn’t be concerned that it is too weak…

In pve… Might stacks mean nothing if you are in a good group, you will already have full might. You cant balance an auto attack on might stacks.

In pvp, if you are auto attacking THAT much you are doing something wrong. I would be just fine if they removed the might stacks and increased the base dmg of hammer 1

Lots of people talking in circles, but this pretty much sums up the problem with the hammer AA. It’s balanced around the might and vuln it produces, but it’s a redundant buff for organized PvE and meaningless in PvP where you’ll rarely get through a full chain of an AA anyways.

I also agree. I am going to wait to try it before weighing in, but tbh I was really hoping for some serious base 2h dps. Kinda sick of going through all the antics needed to bring serious dps into a fight only to have some fella wielding a 2h sword/hammer come up and basically fart on the mob I am working on and having it just fall over with one/two button pushes On paper at least, I’d rather not have the might/vul at all, just some sick dps. Gonna try it first though.

Can always just shelve the engineer though if it doesn’t deliver and go with a necromancer 2h sword. Now that is a 2h weapon I love.

Yes this was just about PvE.

If you’re talking PVE though run in 5, 3, 4 (or 4 for blocks), 2 and you’ll be facerolling just like the warriors/guardians and future reapers.

Hammer is certainly not a bad weapon as a whole. None of those professions listed are getting some amazing 1 skills. Off the top of my head really only guardian hammer has a hefty 1 skill, and honestly that’s what I was hoping for hammer to be more in line with, but in the end hammer is solid.

My only complaint is that it simply still leaves us juggling kits to maximize our output. It didn’t really do anything to deviate from that playstyle. And, I think if we had a “stronger” 1 skill (doesn’t need to be DPS, just a reason to stick to hammer more) that we’d see alternatives to kits strengthened by having a solid option to lean on while in the void of main skills. Kits would likely still be the optimal options, but the gap would shrink and that’d allow more freedom to those not concerned with absolute min/max but just want something strong.

No place for Reapers in raids/dungeons?

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Jerus.4350

A raid boss having defiance doesn’t mean soft-CC won’t be valuable in a raid encounter.

This doesn’t really help at all unfortunately. It’s specifically why the effect being tied to the breakbar mechanic troubles me. Don’t want these effects on raid bosses, fine, no problem. But, what about all the other bosses with breakbars, or even trash with breakbars? What about slowing down Ettin/Mai Trin in fractals? What about chilling Imbued Shaman, Mossman, or Bloomhunger? Are these still getting breakbars?

Everything I’ve said I still stick by, I feel that the global application of immunity to breakbar is a mistake, one likely done to cut some corners and save some time (which I can respect, but still disagree with).

Increase Hammer #1 damage before bwe3

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Jerus.4350

Just want to point out D/D Ele isn’t really melee, it’s their closer range but it’s honestly mid range by comparison to other professions. Melee range 1 skills for most is 130, I think there may be a few that go to 150 or 180. Ele’s is at 300-600 though, so basically double the range. It allows you to kite melee players in effect.

Increase Hammer #1 damage before bwe3

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Jerus.4350

All this thread has done is convinced me that Grenade 1 needs to be nerfed. Which is sad because I really don’t want them to. But you’re really trying to make our Hammer AA better than every other Hammer AA in the game, simply because it’s not better than our ranged kit AA. Clearly there is an elephant in this room.

Grenade 1 needs a nerf and then most other kit auto attacks need a buff of some kind. (which is hilarious because they nerfed mortar 1 by 27% when grenade auto attack were STILL better than it)

Bomb 1 is the only one that even comes close and it requires you to be on top of the enemy (also has a delay) if you don’t want it to miss.

It wasn’t for damage. Grenade’s strength is the synergy with the traits we have in explosive line. If those worked differently, and only procced once on any grenade skill usage, but were 3X as potent, it’d actually strengthen bomb kit as well as weakening grenades relatively. In fact the only reason we’d still use grenade kit is because when you factor in the other skills in a power build you still would want the kit, you may potentially see a shift from FT being the third kit to bomb though… maybe?

Anyways, it’s really not grenade1 it’s the synergy in those traits that make it the hands down best 1 skill we have.

But, we still don’t even use it that much, if you are you’re not optimizing. It get use, don’t get me wrong, but even with it being our strongest 1 skill when you compare to most any other profession we use our 1 skill easily less than most. That’s why I want a strong Hammer1. I love the current hammer skills, they’re solid, adding a truly strong 1 skill in a damage sense to the hammer would make it OP with how hard the other skills hit.

Right now Hammer looks similar to other greatswords, where you faceroll the skills and only auto when there’s nothing else for you to hit… we get to throw kits in as well though.

What I was hoping for was something a bit more like Guardian’s hammer, where the 1 skill is the damage dealer, capable of doing a pretty high relative damage to the maxed potential rotation. I think that’d open up freedom in our utilities as we wouldn’t be giving so much up.

That’s not what we’re getting though, so ok, no biggy, but, we could still pull some utility in with the 1 skill. And we’re getting some actually. I like the blast idea because I don’t feel it’s overpowered at all really, but it’d be enough to make me want to be hammering away letting my team supply fields to catch free blasts in. I’d probably still use some kits but I wouldn’t feel as tied. I’d probably do something like FT and EG for the quick and powerful blasts they have, be autoing catch the blast in a provided field, then swap FT/EG for 2-3 total blasts.

Anyways, just kinda rambling now I’ll end it there.

Increase Hammer #1 damage before bwe3

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Jerus.4350

They will never add Blast finisher from autoattacks.
Blast finisher are most powerful finisher in game.
It can stack might, it can AOE Blind, it can AOE heal for really huge amount, it cam apply AOE retalation, AOE Chaos Armor, AOE ALL!

And you want it all put on 3-th autoattack, to use blast finisher every 1,5-2sec just by pressing 1 burron???

Engi now have Blast finisher, 2 blocks + reflect projectile, static field for stun and 3 Leaps, with additionally giving AOE Supper-speed. And it’s ALL only from 1 weapon….

Isn’t it enough?

Engi are one of TOP dps in dungeons right now.
Engi are extremely good in Tournaments and team fights.
Awesome for Roaming on WvW.
Only where they are bad(not really bad, but other classes are better) are big fights like WvW and may be will be in Raids.
Scrapper will fill that space.

Scraper will be extremely powerful on WvW and GvG fights.

I can guarantee you it’ll be more than 1.5s and most likely more than 2s. There will be aftercasts ruling out 1.5s and they’re generally more than an additional .5s all combined. I think you greatly overestimate it’s usefulness.

The reason I want this is like you said we’re good in a lot of ways, but one other thing we lack is a solid 1 skill, something that opens up a build and gets us away from having to do the kit swap dance. Now, I love the kit playstyle, it’s why I like engi, but I’ve always felt we should have an option that doesn’t require that, and a strong primary weapon with a solid 1 skill is what it will take to do that. Otherwise we’re just going to swap around to grab the key skills of as many kits as we can. A blast is a nice utility option to provide that, it’s not just pure damage.

So that’s why I want it, we’ve already gone over why it’s really not all that powerful, but just opens up some potential power if you’re playing with a well coordinated team and a few options for us to utilize it ourselves if we are precise on our timings (a single dodge after your firebomb will most likely prevent you from being able to get that blast off within the fire field duration for example).

Increase Hammer #1 damage before bwe3

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Jerus.4350

I think if the dps stayed low, a blast finisher could be viable. It’s a radical concept since we’ve never seen a blast finisher auto outside of Lightning Hammer, but it could definitely make things interesting.

Here’s why I think it would be balanced:
In PvP/WvW, you’ll rarely be able to spam the AA enough to get the blast finisher.

In PvE, it would be a tradeoff between utility (blast on AA) or DPS (kit swapping for max dps). Even though you could conceivably grant 2 stacks of 20 sec might every 2.5ish seconds (each attack on AA is 1/2 sec, but idk aftercast times), you still probably wouldn’t stack might like a phalanx strength war.

Even if you had 100% fire field up time on every 3rd AA swing, you wouldn’t cap your group on might.

However, it’s possible that if they did keep a lower damage AA on hammer and add a blast, it may still just be better to stick to kit swapping and just bring a phalanx strength war, which kinda kills the point of having blast AAs…

First a blast of a fire field is 3 stacks of might, not 2.

But, yes you’re right. It wouldn’t be OP because it’d be locked behind a ~2.5s ramp up. To get much power out of it you’d need someone else providing fields for you as most of ours would break the chain and we could get at most a single blast with the hammer in, something we can already do many ways especially with Flame Blast on a 6s recharge.

Like you say though to get 25 stacks of might you’d need 9 blasts (2 stacks going to waste), which with a 2.5s ramp up would mean it’d take 22.5s. You’d need strength runes to pull off maxing stacks… and not ever deal with pesky guardian light fields

No place for Reapers in raids/dungeons?

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Nah that definitely doesnt happen. Was trying to max out chill duration by saving the big chill for last. But it never proced because of how it works.

And i just checked in Hotm. Im correct. It never overwrites no matter the duration. You have to wait for the initial stack to run out.

Cool, yeah I was under that same impression but while I was double checking the stack cap (never hurts to check, but I was right ) I saw that note and thought it was worth questioning.

No place for Reapers in raids/dungeons?

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It’s always the case with duration-stacking conditions: if the stack cap is reached, the oldest get shoved off. If this weren’t the case, Bitter Chill would not proc Vulnerability on the 6th application.

Since now none of those naturally scale with stats other than condition duration, I would love to see ANet re-work them, with new stacks only kicking off old if they would last longer.

This isnt true. What happens is the condition is not applied, but the proc trait still procs. You can see evidence of this by fully stacking up immob and then applying 1 more. It wont increase in duration, change or refresh. It will just carry on ticking using the previous 5 stacks until the first stack runs out and leaves a space for a new application. This is why perma immobing is slightly harder than it seems in some groups. Because people waste an immob before the first of 5 has completely ticked down.

Proc traits just always work. Afaik its because they are tied to the condition/skill so they apply at the same time/before the condition. For example dredge are immune to blind but you can still get chilling darkness and blinding exposure to proc and apply chill and vuln.

Might and stacking conditions do however overwrite the oldest stacks.

Immob is only 3 stacks. Just an fyi chill is 5 though. Other than that I believe you’re correct. Though I had to double check this on the Wiki and it’s saying for chill that longer duration stacks will replace older lower duration stacks, can’t confirm that though.

(edited by Jerus.4350)

fix lupi os plz

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Jerus.4350

I bet most of you guys are the path sellers. I don’t fancy spending 3 hours in a dungeon with random lfg people who don’t know how to do Arah and this being my favourite dungeon and all. It is not necessarily an exploit and you do need some skills to pull it off right. What about the 1-hitting necrid bolts with fake red circles? Surely that demands a “fix”. Arah is like one of the last few fun things left in this game.

While nothing you said is untrue, the ANet developers I’ve spoken to on the topic all agree that pushing GL to a wall and instakilling him with reflects is unintended, undesirable, and cheesy. That cheesiness is a huge component of why the elite PvE community is so against it.

You are, of course, welcome to keep doing it. You’ll definitely not be banned for it or anything. It’s a legitimate, non-exploitative tactic. It just feels lame, and trivializes an encounter that a lot of players enjoy a great deal.

Well they are able to enjoy the encounter if they choose to kill lupi the challenging RNG way or in a coordinated way which some of us don’t have access to. I personally take a sense of satisfaction whenever I pull it off right as I don’t have constant access to people who are coordinated to bring lupi down in a length of time I can usually afford to. I think the issue here is the choice. Nobody’s stopping them from spending hours in a dungeon but please don’t stop me when I don’t want to spend too long a time in one.

Quite frankly, learn the fight and it won’t be “too long a time.” Honestly Lupi is the most fun but not the longest part of any Arah path. The fact that this fight can be trivialized to this extent is plain stupid. Even without the wall trick you can toss a feedback in the open field and skip at least phase 2. It’s all quite silly. People should have to learn the fight to finish arah at all, and certain to do it in a timely manner.

That said, I did Arah 1/2/3 twice yesterday (once before and once after reset) and the group wanted to wall him once out of all those times, and we still took maybe ~30 minutes to clear each path, really not bad for a PUG. Actually one of the path 2’s was super quick, even got Alphard before she teleported back. Though I was playing Mesmer for most of them and we never did a full phase 2 Lupi (dropped to ~20-30% after the feedback).

Anyways, it’s disappointing seeing such a great boss being trivialized by certain mechanics. It’s sadder still that people try to rationalize that being ok. You’re free to do what you want, I know I’ve OS him more times than I care to admit, but the idea that it’s something that should exist is just kittening wrong.

Scrapper DPS for Dungeons / Fractals

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Jerus.4350

Tools is not that good. If they fix gyros I’d glady pick scrapper line (= we are going to kick thiefs out of the meta). And dreaming…please, nerf Icebow once for all.

Except the stealth bot pulls agro making it useless, if we want to charge up stealth we’ll just use Smoke Bomb.

Outside of Hammer and possibly shredder gyro for condi this specialization is useless for PVE as it stands (ok maybe niche use for the drone with a reflect).

At the very least stealth gyro needs to not pull NPC agro, hammer not tying you to the traitline would be HUGE. Overall I don’t really want to change the traitline, it’s amazing for what it is, it’s just not PVE, but because all of the little things are tied to traitline unfortunately we will be hurting ourselves by trying to get them. The way they’ve handled these specializations is simply dumb.

Only if you do not know the idea behind the way they are approaching them.

They want to reign in complexity. As they add new traitlines and weapons, they do not want too many permutations lest balance gets buggered much worse than it already has been.

So they’re dumbing down the system to create less complexity. Again… dumb. Really no getting around it.

Scrapper DPS for Dungeons / Fractals

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Jerus.4350

Tools is not that good. If they fix gyros I’d glady pick scrapper line (= we are going to kick thiefs out of the meta). And dreaming…please, nerf Icebow once for all.

Except the stealth bot pulls agro making it useless, if we want to charge up stealth we’ll just use Smoke Bomb.

Outside of Hammer and possibly shredder gyro for condi this specialization is useless for PVE as it stands (ok maybe niche use for the drone with a reflect).

At the very least stealth gyro needs to not pull NPC agro, hammer not tying you to the traitline would be HUGE. Overall I don’t really want to change the traitline, it’s amazing for what it is, it’s just not PVE, but because all of the little things are tied to traitline unfortunately we will be hurting ourselves by trying to get them. The way they’ve handled these specializations is simply dumb.

Scrapper DPS for Dungeons / Fractals

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Jerus.4350

Just make hammer autos count as explosions, we change hammer for rifle and qe.are good to go

But, we’re not… because the scrapper line of traits is simply designed for a play style that doesn’t exist in the current GW2 PVE design (the design I love btw, god I’m scared of what raids are going to be, that’s not in a good way scared, not the scared I was hoping for).

fix lupi os plz

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Posted by: Jerus.4350

Jerus.4350

Or they could just change the location of the source of his AoE projectiles, so it can’t be reflected from the source, only from the place of impact.
They could even put a 10 meter high invisible wall around the entire arena so you can place a reflect there, funny thing is that there’s actually a lot of invisible walls around the arena, just not at the specific point behind lupi.

There’s a lot of ways to fix it that wouldn’t affect the average player, but apparently anet’s only way to fix things is to make things unblockable (cough Malrona cough).

I find it funny that this is a “low-priority fix”, while its something that makes you completely trivialize an encounter that appears in 4 dungeon paths, but when there is a bug in pvp or in their beloved gemstore, there’s a patch within a few hours

Are you really surprised? When a critical bug arises in PvP it affects the entire game mode, and when a bug occurs in the gem store it affects the ability for their paying customers to spend money. GL’s ‘situation’ as it stands is entirely tolerable, and across the entire game a very small minority even care about the wallsploit.

And for the record, changing the terrain is something they have considered, but I was told that it would not address the issue. Furthermore, changing the source of his projectiles would change his entire skill and likely break it based on my understanding (the way the paths are calculated, apparently). Anyway, they know—trust me they know. I spent an entire report discussing it. Your alternative solutions are not simple, apparently, in their engine, and carry the risk of causing more harm than good. It’ll take non-negligible work, and while the designers have agreed that it’s unintended and undesirable, it’s extremely low on the totem pole to resolve.

I hate to be that guy, but complaining about it or them isn’t going to get it addressed any sooner.

Pretty unfortunate but makes sense. And the PVP thing, yup, because their PVP is one dimensional… but ok I won’t rag on that too much.

Anyways, I actually have found that more and more people are doing him Legit now. It was a problem for a while but I find more people are willing to do it right now. So that’s a plus.

I do think they need to dive into their coding and split the “blockable” and “reflectable” stuff, it’d open up a lot of room for them to do more, and if they’re serious about making quality raids that’ll be something they should look into.

How to solo spider queen ??

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Posted by: Jerus.4350

Jerus.4350

Wrong video Miku https://www.youtube.com/watch?v=20NZILNkdVc this is the one you wanted :b, ok I kid but couldn’t resist.

No place for Reapers in raids/dungeons?

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Jerus.4350

card

What does this have to do with anything. Why would you post a one word comment that doesn’t have any relevance to the conversation?

(in case you don’t understand the blatant sarcasm, taking lines out of context is simply kittening dumb. Try to think for a second before you post, he was obviously referring to a situation where you could get the full use of blind on a boss without the current unshakable effect or the breakbar effect, in other words bring a thief/engi and never get hit at all)

Scrapper DPS for Dungeons / Fractals

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Jerus.4350

Really? I love that traitline almost as much as I love the Hammer.

I also love the Gyro toolbelt skills. Only thing I am iffy on are the Gyros themselves.

Curious what about it in reference to dungeons/fractals? Seems like a lot of more passive stuff and things that will be possibly nice but used once in a blue moon.

All of the lines are great for PvP and pretty good for WvW.

The Adept and Minor lines need work to make them better in Dungeons/Fractals, but I think we all realize this.

That half of the line need work does not change the fact that this is probably our most synergistic traitline. A LOT more thought seems to have gone into it than—for example—the Revenant’s traitlines when we first got to play with it.

So you come into a thread talking about Dungeons/fractals and say the traits look great even though you realize that for dungeons/fractals they’re pretty kitten poor? Sorry just find it funny but good on ya, they are great for PVP/WvW, with HoT I’ll be clearing my 3rd engi’s inventory (full of ascended rings) and making him a WvW scrapper for sure.

I said I liked it. And I like it due to its potential and the internal synergies it aims for. Never said it was great.

I think what is there is good enough as a base for further improvement. Remember, the expansion has not released yet. Instead of accepting the weakness of the line as a fait accompli I think this is the time to actively deconstruct it and give feedback.

In short, I generally disagree with how you and others are writing off the entire line as unsalvageable. Our please should definitely not be things like ‘allow non-scrappers to use hammers’ and more like: ‘where my damage modifiers at? what am I suppose to do with the F-Gyro in PvE?’.

I can agree with that. I was waiting for the beta before I went off on it more than I have.

No place for Reapers in raids/dungeons?

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Jerus.4350

I just want to say “i’ll second that” to everything spoj is saying. Blind/Slow are simply too good on single targets. The rest of the soft CC has a lot of benefits and are limited enough that it requires a bit of thought such that I think it’d benefit gameplay. Again though, I’ll say that if they feel a certain effect trivializes a certain encounter I have no problem with them disabling it on that fight, and I’d even say that for Blind/Slow (though most bosses I would think should fall under that category). Use a scalpel not an axe.

Scrapper DPS for Dungeons / Fractals

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Jerus.4350

Really? I love that traitline almost as much as I love the Hammer.

I also love the Gyro toolbelt skills. Only thing I am iffy on are the Gyros themselves.

Curious what about it in reference to dungeons/fractals? Seems like a lot of more passive stuff and things that will be possibly nice but used once in a blue moon.

All of the lines are great for PvP and pretty good for WvW.

The Adept and Minor lines need work to make them better in Dungeons/Fractals, but I think we all realize this.

That half of the line need work does not change the fact that this is probably our most synergistic traitline. A LOT more thought seems to have gone into it than—for example—the Revenant’s traitlines when we first got to play with it.

So you come into a thread talking about Dungeons/fractals and say the traits look great even though you realize that for dungeons/fractals they’re pretty kitten poor? Sorry just find it funny but good on ya, they are great for PVP/WvW, with HoT I’ll be clearing my 3rd engi’s inventory (full of ascended rings) and making him a WvW scrapper for sure.

Scrapper DPS for Dungeons / Fractals

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Jerus.4350

Really? I love that traitline almost as much as I love the Hammer.

I also love the Gyro toolbelt skills. Only thing I am iffy on are the Gyros themselves.

Curious what about it in reference to dungeons/fractals? Seems like a lot of more passive stuff and things that will be possibly nice but used once in a blue moon.

Hammer #3 as attack chain?

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Posted by: Jerus.4350

Jerus.4350

This suggestion is actually what I was expecting. A longer cooldown base skill that opened up shorter cooldown skills in a chain starting the recharge on the base after a few seconds. IE you open with an initial charge, it gives you a 6 second gap where you can do two more charges. Either way I’m fine with how it is, but I certainly would like more control, it seemed a bit wonky on the video jumping all over the place, but it’s an evade so a bit less dangerous. I can just imagine jumping off a cliff because it decides to jump me to the right instead of to the target while I’m in melee range.