Showing Posts For Kharr.5746:

Berserker stance.

in PvP

Posted by: Kharr.5746

Kharr.5746

Is the problem berserker stance or rampage? Berserker stance does nothing vs physical damage and does not remove conditions that are already applied on the warrior. It also lasts quite a short time.

Also, resistance is not a valid mechanic yet. The majority of condi classes have PASSIVE BOON REMOVAL which means if berserker stance were to apply a boon instead, it would be 100% useless since all the currently passive boon removal skills would strip it instantly. A 60 second cooldown skill would be negated by someone auto attacking/spamming normal attacks. /lulz.

The whole boon system needs to be reworked (both application and removal) before resistance is a real game mechanic. Currently boon removal is balanced around spammable boons like might, fury, swiftness, protection, so it’s okay to have it be passively spammed on condi builds.

Revenant / damage output

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Posted by: Kharr.5746

Kharr.5746

The damage is definitely lower since we don’t have access to the Shiro legend yet. You won’t be instantly 2-shotting people from 1200 yards, but you can put up a good fight.

Vengeful hammers is also quite strong. Make sure to toggle that on for close encounters.

Demonic Defiance

in Revenant

Posted by: Kharr.5746

Kharr.5746

Yes, resistance can be cleansed, but it can also be reapplied fairly easily. Uncounterable condition immunity would not be fun. I think the trait provides a high-risk, high-reward style of gameplay. But that is just my opinion, you are free to disagree.

The problem is that it gets passively cleansed by builds that it is supposed to counter. That makes it very high risk and very low reward (lets keep in mind that it does nothing vs power builds).

Compare this to berserker stance, diamond skin, obsidian flesh, distortion, evades, blocks, etc which all prevent condi application and can negate way more damage. All of these can’t be removed when activated.

Or, just look at the condi transfers on necro. On my necro I can instantly put all stacks of most of my condis from long range onto any opponent. That is a “high risk, high-reward” gameplay style. I regularly run through fire fields on my necro to build up 8-12 stacks of burning on me and then transfer them onto my opponent. I tried doing something similar with revenant and just died miserably since the elite transfers only at 240 yards in a random direction and my resistance got passively stripped by the burning.

I think it’s a cool mechanic, but it is destroyed by passive boon removal. Either other professions’ passive boon removal needs to be reworked, or resistance needs to be reworked.

Revenant / damage output

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Posted by: Kharr.5746

Kharr.5746

See one of the 100 other threads discussing this. Rev has not been updated since the core professions were given a huge dps boost.

Also, if you want to do DPS, put on a hammer, fire + air sigil, berserker amulet, and start doing 4-6k damage with hammer #2 from 1200 yards. Paired with the few dps traits available, you can still dish out some big hits. I’d estimate hammer needs maybe 10% boost to damage, but it’s pretty close to ranger LB.

Demonic Defiance

in Revenant

Posted by: Kharr.5746

Kharr.5746

It’s funny that you say that because you obviously didn’t play much PvP with revenant.

Mesmer, necro, guardian, thief, and revenant basically spam boon removal/boon corruption as part of both their power and CONDITION BUILDS. The resistance is 100% useless due to all the passive boon removal on normal attack skills/traits.

That being said, this should really be a base trait. If resistance is reworked to be a non-removable buff (like stances) then I can see it being a GM trait. In its current form, you’re better off cleansing the conditions since if you pull them, you are guaranteed to kill yourself since someone will strip the boon from you in a second or two.

Run Skill?

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Posted by: Kharr.5746

Kharr.5746

This is being discussed in the swiftness thread here: https://forum-en.gw2archive.eu/forum/professions/revenant/Lack-of-Swiftness/first#post5275214

You can stack 1 minute of swiftness pretty easily with hammer + inspiring reinforcement.

weapon swapping or legend only?

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Posted by: Kharr.5746

Kharr.5746

I had this same idea in another thread. We should be allowed to equip 1 weapon set per legend and have it swap with the legend. If someone doesn’t want to swap weapons, then equip the same weapon set on both legends.

Rite of the Great Dwarf

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Posted by: Kharr.5746

Kharr.5746

It’s ridiculous atm cause there’s not enough utilities and only 4 trait lines.

PvP-wise:
Basically the best way to play Revenant atm is.. to spam Rite of the Great Dwarf over and over and over to make sure your team mates don’t die. And then if they do die, you use Mercy Runes then Inspiring Reinforcement > Unyielding Anguish > Res.

Their CC is stupidly telegraphed but I think a numbers fix can definitely work for this class. I think their high casting times should stay but their ratios need a buff if the “damage” trait won’t make it work.

Personally, I open a fight with Rite of the Great Dwarf while I’m still out of range for combat. I time it so it finishes casting right as I enter the fight. I then immediately switch legends to get back up to 50% energy (swapping gives you 50%). This is super effective because I go in and give my party big sustain for 5 seconds and it allows me to live through that initial spike where most people blow their cooldowns.

The downside is that the skill is pretty much useless in combat. It’s more of combat-prep skill than a real skill right now.

[Brainstorming] Revenant Customizability

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Posted by: Kharr.5746

Kharr.5746

You should be allowed to equip one weapon set per legend. Swapping the legend swaps the weapon. If you don’t want to swap weapons, equip the same weapon on both legends.

Personally, I think this is probably the simplest and best way to do it. I was surprised this wasn’t the case already.

Lack of Swiftness

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Posted by: Kharr.5746

Kharr.5746

Forcing a combination field for a swiftness is a poor mechanic.

Not necessarily, if it’s done right. But in this case, yes, absolutely. Blasting Inspiring Reinforcement with either Phase Smash or Drop The Hammer is clunky as all get-out because those skills have 1.25 and 1.75 second cast times. …

Let’s not forget it’s area swiftness for the entire group. Making it “too good” means that no one in the pack that travels with you has to bring their own swiftness.

I personally had no problem stacking up to a minute of swiftness in 10 seconds.

What did you do to stack swiftness on Revenant? I can’t get above 15 secs because the road timer disappears by the time I have used 2 hammers which require me to be stationary and wait for the road cast time. If I use mace instead, the ability is off cooldown only 1 sec before my swiftness ends, so provided I am vigilant I can just about stack swiftness for 1 more second every 5 seconds, i.e. 59 seconds of swiftness would take me 4 minutes to stack.

Boon duration rune (any works, but I personally use rune of the pack since it also gives fury + might) then use Inspiring Reinfircement + hammer #3 on top of your self and start running while hammer #5 casts. Your “downtime” is only the very brief “cast” of hammer #3 at your feet (it goes way faster since it doesn’t have to travel) and you can cast Inspiring Reinforcement + Hammer #5 while moving. Hammer #5 + IR gives you swiftness even if you outrun it .

See screenshot for ~ 1 minute of swiftness.

Edit: Meant hammer #3, not 2.

Attachments:

Rite of the Great Dwarf

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Posted by: Kharr.5746

Kharr.5746

I’ve mentioned this in another thread: The skill makes you a pinata in pvp. It has a huge animation and a 3 second window where you get destroyed/interrupted. Want to dodge? Too bad, you just cancelled your own skill mid cast and wasted your energy. Now you’re dead.

Also, I’m pretty sure the skill reduces damage by exactly 50%. I tested this repeatedly in sPVP with a friend in a private arena. I’m not sure where @Thanatos ’s numbers came from.

Suggested skill rework: It should grant instant personal obsidian flesh for the 3 second channel (like the guardian elite) and then grant the party (everyone except you) the 50% damage reduction for 5 seconds when it finishes.

This small change would: 1) Allow the “tanky” legend to negate burst damage (at the cost of burning 50% energy) on par with guardian/ele/warrior/engineer/mesmer/etc and 2) Allow you to support your party properly.

As a bonus, it would also work as a good stun break, similarly to endure pain/distortion/elixer s/etc.

Lack of Swiftness

in Revenant

Posted by: Kharr.5746

Kharr.5746

Forcing a combination field for a swiftness is a poor mechanic.

Not necessarily, if it’s done right. But in this case, yes, absolutely. Blasting Inspiring Reinforcement with either Phase Smash or Drop The Hammer is clunky as all get-out because those skills have 1.25 and 1.75 second cast times. So you put down the road, then stand still and wait for the cast to go off. Very nice, especially when you want to do this while on the move. Mace #3 Echoing Eruption isn’t quite as bad with its 0.75 second cast time, but it’s still clunky.

And this all ignores the fact that you outrun Inspiring Reinforcement when casting it on the move, anyway, and what use is perma-swiftness if you have to stop and wait in order to keep it up? Swiftness is about moving quickly. Standing around and waiting is kinda, sorta the opposite of that…

Let’s not forget it’s area swiftness for the entire group. Making it “too good” means that no one in the pack that travels with you has to bring their own swiftness.

I personally had no problem stacking up to a minute of swiftness in 10 seconds. It feels VERY similar to guardian staff #3 which gives a short burst of swiftness per pulse and you have to stand in it for a bit to get the full duration. It’s actually a bit more efficient than guardian staff for stacking aoe swiftness at the moment.

Invocation: Roiling Mists, unintended effect?

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Posted by: Kharr.5746

Kharr.5746

For a GM trait, if it only increased fury to give 30% instead of the current 50%, it would be a pretty terrible trait. Even at 50% it’s actually TERRIBLE.

Look at warrior’s signet mastery ADEPT trait that gives 100 precision per signet used for 1 minute. By simply spamming healing signet out of combat you get a free +25% crit (don’t need to maintain a boon). This adept trait also reduces recharge on signets by 20% and automatically casts signet of might (free 100 precision for 1 minute and you become unblockable) when opponent gets below 50% hp.

Warrior adept trait is currently better than a possibly bugged revenant GM trait.

How to Improve Revenants ideas

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Posted by: Kharr.5746

Kharr.5746

Every revenant skill is way too slow. Every. Single. Skill.

On a slightly different note, many of the skills don’t make sense.

Mace #3 is a physical damage skill on a MELEE condi weapon. This needs to be either a cripple, immob, or knockdown. It could function like warrior mace 4 for example. Staying in melee while pvping to get your condis on the opponent is impossible with such a slow weapon. This skill should help with that (like necro scepter — that has a cripple and it has range!) Mace feels like a subpar necro scepter with terrible range and very slow skills. It should do more damage per condition on the opponent.

Axe #4 misses 90% of moving targets. This needs to be a tracking projectile that always hits unless actively dodged/blocked/blinded. You will never catch anyone with it in the current state. The damage on it is also bugged — it does something like 100 damage even though tooltip says over 1000.

Axe #5 misses 100% of people who are on a slightly different elevation from you. This is an obvious bug. Being on a ramp, stairs, or even a hill makes this skill miss. It’s like warrior’s Earthshaker bug all over again.

The skills across all weapons all feel very stilted and non-fluid. Their aftercast time is way too long on top of their already-long cast times. The combos need to be more fluid (e.g. doing mace 2 —> mace 3 to blast might feels super slow).

Overall, Revenant is currently not fun at all in terms of the combat experience. It feels like pulling teeth. I love combat on every other profession and play all 8 of them equally. Even during beta, the core professions felt better than revenant currently does.

Revenant Skill Queue

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Posted by: Kharr.5746

Kharr.5746

Same here. Skills are definitely not queuing properly.

Pick 2 words to describe Rev this beta

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Posted by: Kharr.5746

Kharr.5746

No synergy.

/15 chars

Revenant Thief Steal

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Posted by: Kharr.5746

Kharr.5746

The class is missing half of it’s skills, so it makes sense that you wouldn’t be able to steal anything yet.

Revenant Feedbacks [merged]

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Posted by: Kharr.5746

Kharr.5746

Sure, let’s start:

1) Revenant has no way to negate being focused. Even with the current support trait lines, you die instantly to focus fire.

2) Everything is super slow and has a big wind-up. Getting a skill off without being interrupted is a miracle. You’re currently forced into builds with stability since you won’t even be able to heal yourself without it.

3) Damage and condi application are way too low. The only way to defeat someone is to put their condis back on them — something that’s very unreliable due to the short range.

4) There’s no synergy between trait lines. With every other class, you can pick any 3 trait lines and they will have synergy. Revenant needs a big rework to create synergy and actual builds.

5) Revenant mobility is also non-existent. Keeping someone in a fight, or running from a fight is just not going to happen. Revenant needs a CC/snare, pull, or more reliable teleport. The only way to follow someone is axe #4 which misses too often.

You’ve basically just described Necro..

Imagine a necro without fear and the 2nd hp bar, with less utility skills and much less dps. That’s the revenant right now. Also, necro has way more synergy in the trait lines, more ways to escape (fear wall/spirit walk/wurm teleport) and more ways to close the gap (path of corruption, lots of cripples/chills, spectral grasp, golem charge, etc). Revenant needs similar skills to be even remotely competitive.

(edited by Kharr.5746)

Revenant Feedbacks [merged]

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Posted by: Kharr.5746

Kharr.5746

Sure, let’s start:

1) Revenant has no way to negate being focused. Even with the current support trait lines, you die instantly to focus fire.

2) Everything is super slow and has a big wind-up. Getting a skill off without being interrupted is a miracle. You’re currently forced into builds with stability since you won’t even be able to heal yourself without it.

3) Damage and condi application are way too low. The only way to defeat someone is to put their condis back on them — something that’s very unreliable due to the short range.

4) There’s no synergy between trait lines. With every other class, you can pick any 3 trait lines and they will have synergy. Revenant needs a big rework to create synergy and actual builds.

5) Revenant mobility is also non-existent. Keeping someone in a fight, or running from a fight is just not going to happen. Revenant needs a CC/snare, pull, or more reliable teleport. The only way to follow someone is axe #4 which misses too often.

6) I’d like to see Rite of the Great Dwarf get tuned to provide stability while cast given that it’s supposed to be a stunbreak. The 2.75s cast time guarantees you will never finish casting in pvp. Adding partial damage mitigation while channeling (bonus toughness like mantras?) would make it so you don’t die in the 3 seconds you take to cast it. You’re basically a free kill/target dummy while trying to cast the ability in its current state.

(edited by Kharr.5746)

so we get to kill revenants this weekend?

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Posted by: Kharr.5746

Kharr.5746

I think there’s going to be more QQ about revenants being OP than there will be revenants being stomped.

Few people understand how revenants work and will have a difficult time countering them.

Try and think back to when you first started to pvp and had a warrior almost insta-kill you with bull rush + 100b, or a thief backstab/stealth troll you, or a mesmer just sit still and auto attack you to death while you killed clones. We’re going to see the same thing with revenant until players learn what they’re up against and how to counter it.

Ideas to buff necro sustain

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Posted by: Kharr.5746

Kharr.5746

I have to disagree. We now have access to protection on demand without sacrificing other traits, increased healing ability, better condi removal, and can even decrease condi damage on us (Corrupter’s Fervor). With the ability to leech health while in DS, we can also heal for significant amounts while channeling DS#4. Combining Blood + Death + Soul Reaping with celestial amulet lets you tank 2-3 dps classes.

We’re already too tanky with access to so much on-demand protection, hp, condi removal and healing on top of hard CCs like fear/knockbacks (golem).

Spiteful Spirit poop

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Posted by: Kharr.5746

Kharr.5746

It’s a good skill, but not GM worthy. If used in a group fight, it gives you a lot of retaliation + boon strips + hits pretty hard. The longer than DS ICD makes it less useful.

Necros have made PvP un-fun

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Posted by: Kharr.5746

Kharr.5746

Spamming condis against necros has always been a no-no since they could transfer them back to you or consume them for big heals. I haven’t run into any necros that put up a fight since the patch landed.

Damage is way to high

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Posted by: Kharr.5746

Kharr.5746

Everyone is playing glass cannons, so yes, DPS seems high. If everyone was playing glass-cannons before the patch, it would have felt exactly the same.

Pre-patch everyone was playing tanky builds so they were doing less DPS and you could get away with running berserker stats without instantly dying. The reality is that soldier/cele/rabid tanky builds still destroy berserker builds in 1v1, and the meta will quickly shift back to those builds.

pvp complet broken and unplayable

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Posted by: Kharr.5746

Kharr.5746

People are trying out glass cannon builds so it all seems like madness right now. In reality, things are very close to where they were before the patch. Once people start traiting more defensively when they get tired of dying instantly, the mad dps will stop.

Thieves need a fix.

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Posted by: Kharr.5746

Kharr.5746

The counter to stealth: Keep attacking. Just because you can’t see them doesn’t mean that you can’t hit them. I constantly kill thieves while they are stealthed simply by mashing 1 and running in random circles. As soon as you hit with the #1 attack, the combo will start and you can tell where they are based on the hit-confirm. They usually pop-out of stealth in a downed state.

If you’re someone with AOE, just place it down your aoe at your feet and wait for them to dodge-roll into it, or teleport into it. Thief has a chance to either run or die at that point.

Necro speed?

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Posted by: Kharr.5746

Kharr.5746

They probably went out the side door and just followed you to your home point. The distance difference is quite small. The spawn points have two doors: one toward far point and one toward home point.

Unstompable bug?

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Posted by: Kharr.5746

Kharr.5746

When it happens, use an ability that will hit a target at range. Follow your projectile to the body (it will go to the real body, not the fake unstompable body). Proceed to dps the body.

Or, you can use a targeted gap closer to teleport/leap to the real location of the downed player. Then you just “attack the air” since it looks like the player is somewhere else.

No balance patches freq, too much to ask for?

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Posted by: Kharr.5746

Kharr.5746

Everything is going to change with the new trait system. No build will be left untouched. The introduction of Elite specializations once HoT lands will also shake things up a lot. PvP is about to get a whole lot more unbalanced.

What if..

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Posted by: Kharr.5746

Kharr.5746

Queues used to be split for team and solo. It did not turn out well. People found a way to abuse the system (sync queuing, playing during non-peak hours for easy wins, etc).

It wasn’t any better than the current system.

How is Superior Rune of Vampirism not Meta?

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Posted by: Kharr.5746

Kharr.5746

Ever tried to heal when the rune kicks in? Oops, it interrupted your heal and you just died. This is why no one uses it.

Could Venom Share thief be effective buffer?

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Posted by: Kharr.5746

Kharr.5746

Venomshare is a good build if your group is organized. You can actually stay alive pretty easily by just staying in stealth instead of over extending since you don’t have the ports to run away.

What is the mainhand Dagger's role now?

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Posted by: Kharr.5746

Kharr.5746

If we go by the trait lines, dagger is situated in blood (our support line), so it is technically supposed to be a support weapon. It would be great if Anet made #2 on dagger heal allies via the Transfusion trait that currently only works in DS. This would go a long way with giving necros some team support.

Hard counter - Necro/Reaper

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Posted by: Kharr.5746

Kharr.5746

Necro already has a huge problem with being interrupted. Another specialization that sits there waiting to be interrupted is so pointless. Even if necro gets a defiance mechanic and extra stability, it won’t be enough to deal with the large CC chains.

Extreme difficulty with mesmers

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Posted by: Kharr.5746

Kharr.5746

If you can already find the target, you shouldn’t be having issues with them. Mesmers have the weakest condition clear and fairly low defensive ability. You basically just need to wait out blurred frenzy + distortion when you attack.

The easiest way to kill a mesmer is with a condition overload (traps, condi sigils, etc) on ranger. Or, if you’re a power ranger, just keep your distance. Mesmer has a max range of 1200 while ranger can hit at up to 1900 (LB is a bit bugged). Use knockbacks and stealth to get some distance and bring a pet with CC (wolf is pretty good) to force them to use their blink/stun breaks before you burst.

Unranker balance is total bullkitten

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Posted by: Kharr.5746

Kharr.5746

Keep playing unranked until the system figures out where you fit in. Matchmaking usually gets better after about 100 games.

We are the chosen one! [Elite spec.]

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Posted by: Kharr.5746

Kharr.5746

Looks like a Death Knight. Would fit well with the whole “channeling life force into ____” idea they’ve been hinting at.

pls reconsider the acrobatics rework

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Posted by: Kharr.5746

Kharr.5746

Keep in mind that the lost damage will be made up elsewhere since you will now get 3 FULL trait lines + minor, adept, master and grand master traits. The damage of acro thieves is going to be quite a bit higher than before. When combined with the extra dodges from weapon skills (s/d #3, d/d #3, SB #3, s/p #3) and the extra initiative on weapon swap, you can easily see that Anet is making it easier to spam dodge skills. You will actually be doing MORE damage (through using skills + having extra damage traits from new system) while still evading the same amount.

Nerf Autoattacks. SAY NO TO RNG !

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Posted by: Kharr.5746

Kharr.5746

This thread is puzzling. Ever since quickness got nerfed into the ground, berserker builds and burst have been inferior to celestial/rabid builds (high toughness, high condi).

The only classes that have a strong AA are necro and thief. Necro is unanimously agreed to be terrible in PvP right now, so I’m not sure why you’d want them nerfed more. Thief is barely competitive in high-end PvP (especially against all the celestial builds). The AA chains also deliver their strongest hit at the end of the chain, which can be very easily dodged/kited/interrupted/blinded/blocked/etc.

The only thing berserker builds with air + fire are good for right now is trolling new players that haven’t learned to use their defensive skills yet.

match making system feedback

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Posted by: Kharr.5746

Kharr.5746

The problem is not the matchmaking system. It’s the lack of players. PvP is filled with mainly two groups of people: Those who have 4k+ pvp matches, and those who are just starting out. If you are an intermediate player, you will get paired with one of the two groups since there aren’t enough intermediate players around to make “fair” matches.

Maybe once HoT comes out, the player base will grow and the problem will decrease a bit (all the skill changes will also reign in the massive lead the regular PvPers have since they’ll have to re-learn new builds and class mechanics).

condi guard

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Posted by: Kharr.5746

Kharr.5746

I hate to be “that guy” but it’s all AOE damage too. If it can drop Chieften (approx 30k hp) in 4s, what will it do to a group fighting on point? AOE condi death from guardian will be crazy.

[PvP] Signet of Vampirism

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Posted by: Kharr.5746

Kharr.5746

Until the celestial condi meta goes away, it will continue to be terrible. If there aren’t a ton of condis on you, it can be used for a coordinated group spike.

PvP community of flamers

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Posted by: Kharr.5746

Kharr.5746

Always reply “I FARMED YER POTATOES” to people who rage whisper, then proceed to talk about making potato salad with their potatoes.

Post Traitrework Builds

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Posted by: Kharr.5746

Kharr.5746

On the Wellomancer build, swap Bloodthirst for Mark of Evasion. Or swap Vampiric Precision for Quickening Thirst.

Mark of Evasion gives more damage and healing than all siphon traits combined in practical situations, and Bloodthirst is only worth it if you plan on making heavy use of our siphon skills (Life Siphon, Signet of Vampirism, Signet of the Locust).

So, while Bloodthirst and Vampiric Precision are intended to synergize, the most effective thing to do is never use them together.

This made me laugh a little. Anet really doesn’t want blood necros to be good with such exclusive traits. I couldn’t find a single build that even looks fun after the changes. Merging the Spectral traits into one, and then making it exclusive to vital persistance is going to kill survivability (which was already low). Overall, every viable build for necro is getting a nerf to either survivability or damage. I guess there was too much QQ about necros dominating the top of the PvP ladder /sarcasm.

(edited by Kharr.5746)

In game VOIP/VoiceChat a good idea?

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Posted by: Kharr.5746

Kharr.5746

VOIP would be the worst addition to the game. Anyone who actually wants to use voice chat already does.

“worst addition”? WTH. Its communication with an easy mute option. So many over dramatic newbs.

The response to people saying players are too salty for voice chat is to insult them and call them names. Brilliantly argued for why we need voice chat in PvP. 10/10.

In game VOIP/VoiceChat a good idea?

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Posted by: Kharr.5746

Kharr.5746

VOIP would be the worst addition to the game. Anyone who actually wants to use voice chat already does.

Players in organized groups already have access to superior VOIP and moderate it better than any GW2 staff could hope. Forcing randoms to deal with verbal abuse from other randoms would be an awful addition to the game. There’s no possible way Anet could moderate it well enough for it to be a positive experience like current guild owned Teamspeak/Ventrilo/Mumble chats.

[Engineer] Balance Turrets

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Posted by: Kharr.5746

Kharr.5746

Here’s the thing….

We can use toolbelt skills —> deploy turrets --> overcharge + pick-up/detonate, repeat. If we pick up our turrets, they have a 25% reduced cooldown. You end up cycling through 3 types of skills: toolbelt, deploy, overcharge.

The cooldowns are long on individual skills because you’re not supposed to drop your turrets and stop paying attention to them, nor are you supposed to just use the toolbelt skills without ever deploying the turrets.

If you’re finding that your turrets are dying too quickly (I’m not), stop putting them in the middle of the capture point (except for thumper, which tanks just fine). You can also use the Deployable Turrets trait to put turrets in a wide radius around the capture point/put them on ledges, etc with zero effort. You don’t even need metal plating or fortified turret traits since no one will run around killing 3+ turrets while you attack them. You can also leave turrets on point and melee with toolkit to both repair and dps in melee.

Edit: After some thought, I like the OPs ideas, but I think they might be a tad OP, especially with Healing Turret.

(edited by Kharr.5746)

Supply Crate !!!???

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Posted by: Kharr.5746

Kharr.5746

This might actually be a buff to Celestial Rifle turret engineer because the best use for the turrets seems to be the death knock-back which will happen very quickly after the change.

This. +1. Also, you can cast supply crate off point if you want your turrets to live long and dps. For non turret builds, the main use of supply crate is the 10k heal + stun + knockback on destruction, so this is actually a big buff to one of the strongest elites in the game. Every turret explosion does 1-2k damage, so if you cast it on point that’s going to be a big aoe nuke + knockback now. Can’t wait.

30 second rage at courtyard

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Posted by: Kharr.5746

Kharr.5746

As it stands now CY sucks. Not because it’s a bad map but because it shares a queue with conquest. Until they fix that people will continue to whine, complain and quit when it gets selected. No matter how you want to defend it… It does not belong in a conquest queue.

This +1. I wish there was a separate courtyard queue. It would stop the whiners and let the people who actually want to play it enjoy it.

Build Diversity: What are your crutches?

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Posted by: Kharr.5746

Kharr.5746

Mesmer – Deceptive Evasion. Tried playing without it and it’s a pain since clone generation skills all have long cast-times vs instant clone on dodge. Would like to see clone generators get cast time reduction to 1/2s or 1/4s or even instant (most are 3/4s right now) at the cost of deceptive evasion getting a 5 second ICD like other dodge skills. Clones are a main class mechanic and should be more accessible without this trait.

Warrior – Fast hands, mainly because warrior weapons are not well rounded. Need ready access to 2 to be competitive.

Necro – Nothing.

Engi – Nothing. Rune of traveler can substitute for speedy kits.

Guardian – Altruistic healing / Monk’s focus. Too squishy without them since HP pool is so low.

Ranger – Nothing. Weapon + utility skills and pet abilities are well rounded and don’t require trait support to make the class work.

Thief – Nothing. Trickery traits are nice, but not necessary. Access to blinds, stealth, dodges, interrupts and condis from weapon/utility skills means that trait dependency is minimal.

Elementalist – Nothing. While I agree that the Arcana line is very enticing, I don’t find it particularly necessary. There are several traits throughout the other trait lines that give good defense (blinds (fire + air), weakness (air), condi immunity(earth), crit immunity (earth), extra healing/condi removal (water), etc) and offense (lots of +X% damage increases + condi damage/condi duration all over the place).

(edited by Kharr.5746)