Showing Posts For Kawloon Fuathach.3807:
Acid Bomb is working as intended, however, I think the way that Rocket Boots interacts with combo fields is likely a bug of some sort; however it’s a very useful, and unique bug that doesn’t really need to be fixed. The actual effected area of blast finishers with Rocket Boots isn’t where you use it from, but rather where you land. In addition you don’t have to stand in a field to activate the blast finisher, the first field you fly through with Rocket Boots active will proc the combination, meaning you can leap into distant fields to gain the effects. This allows Rocket Boots to be a good disengage in combination with Smoke or Water fields, or if allies are too far away, you can launch yourself into them to provide support while also closing the gap on enemies. Play around with it a bit with different combo fields if you want to see what I mean.
AR is one of those very situational traits, which only really works with builds that utilize a large health pool. It’s great in combination with Elixir X, which increases your health pool by a very large margin, especially when you get Rampage; but on the flip side, while it’s incredibly effective against condition oriented builds, and allow you to get some breathing room while your utilities are on cool down, you’re still left vulnerable to direct damage builds that rely on high burst. In my own experience I’ve found it to be a very high risk, low reward trait, due to the simple fact that there is such a mix of damage types that I’ve still died before I’ve even been able to utilize the effect of the trait itself with 25% of my total health pool. However, when it has worked, it’s been quite clutch in its’ effects, such as preventing a fear that would have normally prevented a stomp, or allowing me to ignore movement impairing effects such as immobilize, which gave me enough time to line-of-sight my enemies and gain breathing room long enough to reset a fight.
On a side note, Cleaning Formula 409 is a nice alternative to it, since it procs with the minor trait, Hidden Flask, as well as Self Regulating Defenses to reliably remove one condition each when they proc.
(edited by Kawloon Fuathach.3807)
Kawloon: Do you use 100% mouse for moving?
Nope I move around using WASD, which is what I tried to center all the keybinds around. It took some getting used to, but it’s what works perfectly for me. Though I do have to mix in clicking sometimes for Toolbelt skills if other fingers are occupied.
Weapon Skills: Q, E, R, F, C
Healing Skill: 1
Utility Skills: 2, 3, 4
Elite Skill: `
Weapon Swap: Tab
Toolbelt Skills: Default
Dodge: Left Alt
(edited by Kawloon Fuathach.3807)
I’d honestly want a more stealth oriented kit, seeing as Engineer is essentially the jack-of-all-professions profession. In terms of weapons however, I’m eager and hoping that we do take and get Hammer, as it definitely suits us over any other of the possible weapon types; albeit running around with a dagger and using box cutter themed skills would be both horrifying and hilarious at the same time.
If you’re planning on running a full Berserkers gear build, I’d recommend using a SD (Static Discharge) based build. Here’s an example of what one might look like, albeit it’s by far not the best setup for it, but it’ll give you an idea of what you’d be looking at.
Generally you’d see this kind of build utilizing Rifle more than Pistol, due to the immense burst you can get from Blunderbuss and Jump Shot, in addition to the Static Discharge based burst. You’re also more likely to see Tool Kit over some of the other utilities due to both the Offense and Defense it provides.
Better yet Aberrant, 50% chance to insta-gib yourself. Leave it to an Engineer to forget to open the Iris on a Stargate. ):
Not really speculation, but rather just an idea I had for a kit. Thoughts?
Saboteur’s Kit – Visual aspects of this kit would be a small, wrist mounted crossbow on the users arm, and a gas mask which would be similar in looks to the aquatic headpieces you wear underwater; in addition to some sort of belt/back item to help distinguish it as a kit.
Skill 1 : [Fire Wristbolt] : Fires out a volatile elixir bolt that deals minor damage on impact and marks the target with Explosive Charge. The charge detonates after 2 seconds, dealing damage to the target, and reduced damage to surrounding targets within a small radius. Explosive Charge can stack up to 3 times, but detonates separately. All Explosive Charge stacks are detonated if the target is effected by damage caused by Detonate Charge. [1/4s Cast] [20% Projectile Finisher]
Skill 2 : [Satchel Charge / Detonate Charge] : Place a satchel charge at target location that lingers for 3 minutes. After placing, the skill becomes Detonate Charge, allowing you to remotely explode the charge, dealing damage to enemies within the blast radius and crippling them for 2 seconds, in addition to detonating any Explosive Charge stacks on the target(s) instantly. Damage of the detonated charge is increased dependent on your distance away from the charge, catering heavily reduced damage if you’re within the blast radius. Damage values change at 200, 600, 900, and 1200+. Note : The satchel charge is not detonated by enemy contact. [3/4s Cast / 1/4s Cast] [15s Cooldown] [Blast Finisher]
Skill 3 : [Choking Gas] : Throw an explosive flask at target location, dealing a small amount of damage and creating a cloud of blinding noxious gas that lingers for 3 seconds. Targets in the effected area are blinded for 1 second and poisoned for 2 seconds per pulse. [20s Cooldown] [Combo Field : Smoke]
Skill 4 : [Evasive Maneuver] : Leap backwards, evading attacks for 3/4s and granting yourself 5 seconds of Vigor. [25s Cooldown]
Skill 5 : [S.H.R.O.U.D.] : Activate your S.H.R.O.U.D gadget, granting swiftness and stealth to you and surrounding allies for 3 seconds. [45s Cooldown] Note : S.H.R.O.U.D. stands for Shadow Harnessing Reconnaissance Operation User Device.
Toolbelt Skill : [Bolt Volley] : Rapidly fire a flurry of bolts from your wristbow, dealing damage and marking targets hit with Explosive Charge. [Number of Projectiles: 6] [1 1/2s Cast] [45s Cooldown]
Engineer using a bow actually fits in the world. Take Reeva from the Charr’s personal story for instance. She’s an Engineer that uses a bow as a weapon; not sure what kind of bow, but a bow none-the-less.
I believe nothing till the official patch notes are released.
There is currently a bug with the “Deployable Turrets” trait allowing turrets to be detonated whilst they are in mid air, and then once again when they land on the ground. The Mid-air detonation does not cause a Blast finisher, nor does it deal damage like a normally detonated turret does, however it does proc the “Static Discharge” trait; Allowing for a double discharge if turrets are detonated right before they hit the ground.
Got mine off of one of the Lv. 8 Holographic mobs.
Does it? When did that happen. I don’t remember it ever gaining any benefit from Healing Power when I ran with it. Hrm.
Edit: Tested it in sPvP real quick, and it actually does. When in the hell did they add that in.
(edited by Kawloon Fuathach.3807)
While it’s not really all that viable, the Trait “Cloaking Device” down the Inventions tree is actually quite fun to use against builds like these that utilize Immobilize to lock in you place while they burst you down. It doesn’t protect you from them wildly swinging, but it can sometimes give you that moment of pause while they try to figure out where you went so you can actually prep to counter them.
Traits that give additional healing capabilities, such as Elixir Infused Bombs and Backpack Regenerator don’t actually scale off of Healing Power either, and have a set rate that they heal you dependent on your level; Sort of like the regeneration provided by 6x Rune of the Dolyak, but it actually scales with you. In my opinion it’s only really beneficial to invest in Healing Power if you want to take and boost your self heals, or to maximize the amount healed per tick via Regeneration, otherwise it’s something you don’t really need to touch.
It’d be a shame if the notes are correct. Swapping to Elixir Gun with Refined Kits, and circling an enemy for an almost immediate 25 stacks of vulnerability was always fun. ):
Honestly a good place for Torment to be implemented, would be on Tool Kit. You swap out the Bleed on Box of Nails with Torment, and it matches perfectly.
Both Elixir R and EG’s Super Elixir are also Light fields; Projectile Finishers with those also remove a condition per proc; Shield being the most readily available 100% chance for it to combo with, due to the Throw Shield skill.
Opened roughly around 175 normal coffers, and got 2 tickets, 7 mini’s and a metric ton of fireworks, along with some food and a bunch of Zhaitaffy. The system works, and is fine as is, just gotta hope you get lucky.
Just out of curiosity, if you one of the people who have opened 2000 to 3000 coffers and not gotten a ticket, would you still say the system works and is fine as is?
I would actually. I opened them with the mentality that I would get nothing; it’s a random chance to get one of those items, not a guarantee.
Opened roughly around 175 normal coffers, and got 2 tickets, 7 mini’s and a metric ton of fireworks, along with some food and a bunch of Zhaitaffy. The system works, and is fine as is, just gotta hope you get lucky.
I wouldn’t mind seeing Coated Bullets changed up some, or swapped out for a better Pistol oriented Trait. If it gets swapped out, while it wouldn’t be useful for Pistol/Shield users, I’d love to see a trait oriented towards Pistol/Pistol. Something along the lines of Akimbo; where when you have a pistol off-hand, there would be a small chance when using a main-hand pistol skills that your off-hand pistol will mimic the skill at the same time. So pretty much a chance to double up Explosive Shot, Poison Dart Volley, and Static Shot, but with no other added benefits.
Think of the Magnetic Aura on Med Kit, when you have the Kit Refinement trait, much like a Mesmer’s Mirror healing skill. It gives you the capability to reflect back a couple ranged attacks while you’re on the move and using the Med Kit to heal. You also have to keep in mind that you don’t have to keep holding onto Med Kit for it to stay up, you can immediately drop Med Kit and use your standard weapon set or another Weapon/Tool kit, allowing some versatility in using it as a supplementary defense; meaning you can use Magnetic Shield right after the auras’ duration ends to allow for 5 seconds of projectile reflection total.
The lack of Orbs in WvW is something that honestly harms any kind of value holding Towers and Keeps actually had. A Keep with an Orb in it gave it value, and value to the Towers around it. If the Keep was yours, you had a reason to defend it and upgrade it; If it wasn’t, you had a reason to attack it, and take it, and you felt like you accomplished something when you did. Now it’s just one big clusterkitten of a territory war, with zero semblance of accomplishment. You took a Tower or a Keep? Great, better not upgrade it though, cause that’s just a massive gold sink considering you’ll lose it in a few hours because no-one bothered to defend it.
Sorry but, VIG, GSCH, FMC, EPIC, WAR and all the other productive guilds are currently too busy to post in this thread, as they are busy making a difference in WvW.
I’ll leave this here for you all.
4- Sor’s [EPIC] guild took Etherion Hills and the DH orb in Darkhaven’s borderlands that very same day, beginning with a heroic 20-hour long defense by the same members and commander. Five days later, the keep has yet to be retaken despite multiple large scale assaults by DH players, including one in which the push with 5+ siege golems reached the corridor to the Lord’s room before being stopped. The orb, sadly, has since been teleported out of the keep. Twice. But the defense of the keep is a rallying point for our entire server.
Ah man, you have no idea how great it feels to have some of [EPIC]‘s efforts recognized. During that whole thing, we had several members who stayed up 20+ hours determined to both defend the orb, as well as prevent any efforts to take Etheron Hills. Leader Mara was lacking huge amounts of sleep at that point as well, seeing as she was choosing directing offensive and defensive efforts over actually getting rest. I think she actually started to run on auto-pilot at one point. After the first case of Orb hacking, one of our members actually spent roughly 18 hours keeping an eye on the orb, with fraps ready, just in case someone was about to attempt to take it. Sadly, it was lost, and with the alter broken in that large scale golem assault, the orb hasn’t been able to take it’s place back in the keep.
(edited by Kawloon Fuathach.3807)
Note: This post was made by my guild leader on another site, however I’m posting it here.
Hello, world versus world community. I’m the leader of EPIC, one of the larger off-hour guilds on SoR, and one of the active commanders in WvW on our server; extending a hand out to guilds who are looking for the following:
a) A mid tier server with medium population and decent que times.
b )A server with a steadily growing off-hour force.
c) A server with minimal drama, strong community and guilds who are willing to communicate with each other for the sake of the server. ( Seriously, even the pugs can be impressive.)
Sanctum of Rall was a low tier and low population server at launch. Since then, from my impression of being a large guild on the server, its been pretty fantastic. The willingness of the other guilds on the server to put so much effort into attempting to coordinate and reach out, ( Even the newer guilds who have recently joined.) is motivating. The guilds on this server are here, and here to stay, wins or losses.
Personally, being a leader of an international guild, and having a large off-hour force, we are strained sometimes in the later hours and would like to reach out to any WvW guilds who wish to be a part of this community. We are here and willing to work with you to make SoR into an amazing server to be on.
Some of the guilds who contribute greatly in WvW are:
EPIC
SIN
WAR
VIG
GSCH
WF
FOT
HF
RLL
and many more.
( If I’m missing your guild, I’m sorry. ><) Feel free to message me here or in game @ Leader Mara. Thanks!
Kawloon from [EPIC] here. Speaking from personal experience, and from my Guild Leader, Leader Mara’s, experience out there in WvW, people seem to be somewhat mistaken. SoR does not really have a large off hour force (though it has been growing bigger). It’s been mainly US players staying up till ridiculous hours, working their arses off spending roughly 10+ hours in WvW struggling to maintain a foothold on all fronts. If we keep up this pace, we’ll likely burn ourselves out. I know SoR’s Commanders have been out there working hard. Leader Mara being one of those spending absurd amounts of time in WvW directing things to get done. Hell, we’ve managed to hold EH for roughly 48+ hours now, and that’s a grand feet considering DH and SF have been sandwiching us, because they are seemingly unwilling to fight each other. It really falls hard on SoR, when there is no SF to distract DH at night, if anything this silly finger pointing should be put aside, and all servers should be motivated to try no matter what the circumstances. Here’s a shout out from SoR, We’re here, we’re motivated, and we’re ready to take on anyone or anything that’s thrown at us; And if you’re looking for that kind of community, come on board to SoR. We’d be more than happy to take on more of you. We’re more than happy to mold the server to something great, and I think we’re starting to prove that, using this week as an example.
I’ve been struggling to figure out where to put my last 10 trait points, because nothing really seemed to fit well with my build… this actually fits amazingly. This should be fun.
While it’s not in the tooltip, the skill ‘Super Elixir’ on the Elixir Gun also removes one condition from allies (and yourself) in the impact area. Additionally, if you use the trait “Kit Refinement”, when you switch to the Elixir Gun, it creates a Super Elixir impact zone on your position, which also removes a condition (And it has the same cooldown as Super Elixir, so without CDR traits for Elixir gun, it can only trigger once every 20 seconds).
Another useful tactic is that Light fields, such as Super Elixir, or Elixir R’s thrown form (Which also removes all conditions in the impact area, in addition to helping revive downed allies), remove conditions when combined with Projectile Finishers, or Whirl Finishers.