Added a question box for the reason of disliking of MDF, we will see how this will turn out. ^^
Thx for your input anyway.
Added another question to the poll.
If you guys have any suggestions what to ask in this, just tell it in here.
Hello everyone,
some friends of mine found a poll in the ranger subforum about rangers in general. The same was done in thief subforum and so I want us to do this in here.
It is just to see how you guys feel about engineer as a whole class.
http://goo.gl/forms/r02G6wT6fM
answers: https://docs.google.com/forms/d/1p2U3BrzNjEzsoW6z5ekNCNTjatogIiAsflYHKRBFpf0/viewanalytics
(edited by Kodama.6453)
Necromancer is bursting like hell already. There are some traits which makes you autowin after an enemy is under 50% health. I really mean it, it just requires 1 more hit to get this enemy in down state if you have him at 50% health. How is that not bursty?
And if you are specced the right way DS AA is terrible damage.
only class specs get the monday teaser image….so we’re not getting one this week.
I guess so too, but that would be very disappointing. First wave 3 elite specs got revealed, then a really long break and now we get just one reveal and have to wait again?
Kinda strange they revealed every single light armor profession so far, but not a single medium armored.
1. I’m really hyped for the hammer we are getting, especially after seeing this little rocket attached to it in the trailer. I also would like to see an axe for a more alchemy-oriented elite spec in the future (which is spreading acids and other stuff with each slice) and a sword for a vibrantly blade (aa is doing 3 hits at ones, each has small damage and you can stick it in the ground creating shock waves around you just like molten alliance berserker)
2. It`s hard to say which mechanic we could get, I think they will add a single effect for each tool belt activation. I think our elite spec is getting tanky, so maybe something like a shield reducing incoming damage for few seconds.
3. I think it will be signets or mantras. Signets seems to be a thing, because the little asuran engineer from season 2 is talking to a charr blacksmith which is using magic. So maybe we will get an elite spec which is forging his own signets.
4. That in mind I think forger could be the name for the new spec.
For me druid spec will be the last one to be revelead….and we all know why :P
Revenant will be the last one revealed, I guess. And second last will be engineer, because it’s always the last profession that gets finished. Just look at the last trait changes. Other professions were already done, but many of engineer traits were “tbd”.
Just curious are you EU?
Yeah probably a utility. Getting another weapon or overhauling a current skill is not gonna happen for a long time, if ever.
Yes, I am. You got me. So “coffin” is the wrong word for what I have in my mind? ^^
Sad thing that the Reaper elite spec is designed already, because this skill would fit the whole chill concept really well. And an AoE damaging invuln spell would just be great for a melee elite spec….
Abbadon
Doubt about this one because it was a god and the boss of the legend mallyx. ^^
But this is fun, I want to add some more “legends”:
Cynn
Gwen
Razah
Togo
Eve
Brandor
Koss
Margrid
Would be nice to get some female legends, because actual rev is lacking.
Really like the idea but I would name it coffin instead of casket. Last thing to do: how to implement it? I guess you mean it should be a new utility skill, but what type…
But thinking about it: really nice idea for a future elite spec
If they really want to keep that trait by spreading boons (btw I got the feeling Anets devs are thinking “don’t know what to add to this with a new trait …. just give it boons, that will be fine!”, they did it SO many times with engineer…..) then they have to improve it ALOT. Master trait of engineers: Turrets give boons in an area. What is flame turret giving? 3 Stacks of might permanently. I really don’t get why is frost spirit just giving one stack for 33% of time….
Just add an unique effect to the spirits or improve the boons durations.
But on to trait lines.
Rangers really only have 4 right now anyways. Nature Magic and Wilderness Survival practically fulfill the same role. To me, Nature Magic feels like the dumping ground for traits that wouldn’t fit into BM and WS due to the limited number of traits allowed per line. Not to mention, if you try to minimize your dependance on pet AI right now, you most likely won’t be spec’ing into BM.
I understand how you feel about this (even if it is still possible to combine each trait line with another by getting benefit from them) but I really don’t think it is quite that simple. ^^
How about shout skills? A ranger using preparation as class mechanic can’t take them anymore because they only work if there is a pet with you. Signets will have an effect, but now just for the ranger (which would make some of them kinda weak and so we need a rework for this case too).
That’s what I mean, all professions depend that much on their skill mechanic, that you can’t just replace it by another one so easily. If you do, you have to rework ALL things that are going along with the mechanic.
So you want ranger to become the only class which can choose one of two different class mechanics? I don’t think this will ever happen and it isn’t a good idea, because you are cutting build diversity of ranger by far with this one.
The five core specializations are meant to get combined as you wish, this isn’t able with your system because the line Beast Mastery becomes pointless if you are using preparations as class mechanic and the same for Expertise, if you are using pets as mechanic. I can see to get preparations as a new utility skill type in the future along with a new elite specialization.
I agree to a rework of the spirits, because they are really weak as they are now. They should give an unique buff to the team like frost spirit is already doing, because the other boon spreading spirits are boring and pointless because they have too many downsides for their benefit.
And btw: Crossfire isn’t just broken for a master trait, it would be even broken for a grandmaster. This would give your whole team permanent unblockable attacks. just ridiculous.
(edited by Kodama.6453)
I don’t think that it would be fair for the other AI using builds in this game. Minions benefit from many traits and you were able to get the full benefit by slotting just 1 utility skill, because in your version you are able to summon a “full minion army of 5 minions” just by using the same minion type.
Here is a thought which caught me today: What if Anet designed the healing blast combos because they know what is going to happen with the elite spec? Lets say the hammers AA is a blast finisher (3rd attack of the chain, just like the one from lightning hammer), this would mean we are able to spam blast combos and heal with them.
That would be nice to have, I guess.
(edited by Kodama.6453)
If it’s really such a big deal one way to make it different would be to make it give LF over a period of time, with each condition consumed extending the duration. Spectral trait would extend the duration further.
Maybe the effect would be cancelled on entry, so CC would grant more LF but it’d be riskier and take longer than just using “Your soul is mine!”.
Personally I still think Consume Conditions should still grant extra health for each condition consumed if this were the case.
Your suggestion is that CC will be a full condition remove, giving extra health for each condition removed and life force too? If this would be the case then there is no reason to take “Your soul is mine!”, because CC is better in every single way: giving life force too, remove all conditions while YSIM isn’t removing single one as long as you don’t use trooper runes and it isn’t healing as much as CC.
The point is that if another healing skill is providing life force in line with other advantages then YSIM has to be reworked completely too.
And I disagree that CC doesn’t fit a corruption skill thematically: corruptions whole concept is about conditions and so is CCs. But I don’t see why it should be spectral, because it doesn’t share single thing with other spectral skills.
The new healing skill for reapers is filling this role:
“Your soul is mine!” – healing, damaging foes and giving life force for each foe struck
Really bad idea.
First the minor trait making elixirs remove conditions is Alchemical Tinctures, why would we put a convert on HGH in same trait line? Second: Elixir builds don’t need to take Elixir C anymore to deal with conditions, this skill has few upsides, one of them is it is converting conditions instead of just removing them. This change would make Elixir C even worse.
There was some concern previously that giving it AoE bleeds in conjunction with coated bullets could potentially be too powerful. But now that the latter isn’t even in the game anymore, I don’t know…
Well, I don’t want to change the explosion itself to give aoe bleeds, just give it shrapnel and coated bullets. Shrapnel got a proc chance of 15%, that isn’t really risky and ranger short bow can give aoe bleeds (and more of them) with piercing arrows.
^^ I’m just upset because I was really afraid to spread aoe bleeds with pistol and then it just didn’t happen….
The whole thing about Adrenal Implant not stacking with vigor is really bad design. A grandmaster trait which makes a minor trait of the same line wortless is just bad in any way. Something has to happen to this trait line.
I think they should give it a try. Anet removed the trait which gives rifle 10% more damage, it would be nice to get 10% for jump shot by explosive trait to get some damage back. And pistol 1 is one of the weakest AAs of the whole game. It does aoe “damage” without giving the bleeding aoe, I just don’t get why they do something like this. The aoe is really weak and the total number of bleedings from the skill for 1 target is really low. Giving it shrapnel and coated bullets could make pistol finally an aoe condition damage weapon.
That really sucks if true, as if people really need yet another reason to only run healing “turret”.
Elixir X is the elite one, not the heal. The healing elixir is Elixir H.
I just noticed tossing Elixir X won’t remove a condition, but drinking it will (even if it isn’t said so in the tool tip).
Moa still kills all your minions. Plus the death nova has pretty low damage. Totally serious. If you have a better suggestion I’ll be happy to hear it. I imagine since you’re going to provide criticism you have a great alternative, right? I’m all ears.
So there will be 2 professions which are able to beat this build and they have to take a specific elite skill to do so with a really long cd. I just don’t think this will be balanced. About alternative: I never said all you are saying is wrong or something like that. I’m fine by reduce the casting time of minions or shadow fiend teleport to be insta cast. But I don’t get the point why the jagged horrors have to get rid of their degeneration. It’s just a way to cap you’re ability to hold minions and it is fine as it is. You are able to have 8 jagged horrors at the same time, but it needs investment, you have to heal them up. In GW1 all minions worked like this, all had a natural degeneration and to be a true minion master with 12 minions (yeah even the minions in gw1 which only could be casted while using a corpse of an creature didn’t reach the number of 14) you had to heal them the whole time to keep them alive.
- Jagged Horrors: Remove the natural degeneration from these minions. Cap the number of Jagged horrors you can have out at a time to 8.
Sry but this is just ridiculous. Minions are affected by these traits:
extra health for minions and toughness for you for each minion
minions do more damage and transfer conditions from you to the enemy
dead minions explode in a poison cloud
minions siphon health for you
your minions gain protection if you leave DS
And you want all this with a total minion number of 14 (6 minions from utility skills/heal/elite and 8 jagged horrors from minor trait). You can’t be serious.
this trait now is completely useless …and now aed is useless too ….
Exactly what I am thinking about this.
A.E.D. finally got a good heal skill, especially for pvp and was balanced because there where counterplay by stop attacking the engineer using A.E.D.. That’s just how it was supposed to be. Maybe the trait could be splitted between A.E.D. and other healing skills? It was really fun and I would love to see A.E.D. used in future, but now it is at the same state like before the patch: no one will take it.
It just would be really nice if we could get information about the other elite specs FINALLY. We waited really long, 2 of 3 light armor classes already know their elite pec, 1 heavvy and 0 medium armor. I just want to know what is going to happen to my engineer, there were so many promises for the core spec which didn’t get real and I’m worried it will be the same for the drones from the trailer. Maybe they are just for the asthetic, engi is getting signets and no drones at all. -.-
It gives 3 stacks of burning when the tooltip says 2. Don’t get me wrong, as a single target attack that requires melee range, I think 3 stacks is fine.
It isn’t single target, it hits 5 enemies.
I think it’d be broken considering Explosives cause Vuln and there would be another bleed stack as well =\ alot procs come from explosives
correct me if im wrong
I really don’t think so. Combine it with coated bullets and it would solve many problems, it could finally be an aoe condi damage weapon. I will never understand why pistol 1 isn’t aoe bleeding, it just do a tiny aoe damage not inflicting bleeds… the other bleed stack would have a chance of 15% that’s not really breaking the game.
If you think this change would make it op think about that: grenades are effected by all explosion traits. And get 3 hits with one attack to trigger them.
Hard to tell what you are trying to ask. ^^
By elixir firearm you mean the elixir gun, I guess, don’t you? And the minor trait in alchemy sais that drinking or tossing elixirs will remove a condition from effected allies. This means this trait is for elixir utility skills only (elixir b, s, u, r, h, x, c).
I misunderstood it the first time too. Really sad, because it would be such a perfect synergy with the elixir gun trait (removed conditions with elixir gun will be converted to boons instead).
Please clarify “Entangle” since I use it, I can see the icon (so I know it went off ON the person) but they still come at me full speed and the immobilize didn’t work at all.
If the icon is there, shouldn’t it have some effect?
Did you fight an engineer? The trait transmute (converting one incoming condition into a boon, 15icd) would convert the first tick of immob into swiftness and the engineer runs through the vines before the second tick comes in. That way he wouldn’t get caught. Or did you fight someone who had resistance?
No, it was a warrior.
The icon went off, and if “unblockable” means anything, then we’re all being played.
If it was a warrior there are 2 possibilities how he did that. Warriors got resistance using their healing signet. But it is very unlikely he did use it at this time. The other is he was in berserker stance. That would mean he is immune to conditions as immob and can run through the vines. I just want to show that it didn’t has to be a bug. It has to get tested.
And non blockable doesn’t mean anything, that skill can be dodged and if your skill is inflicting a condition but the enemy is immune to onditions he wouldn’t get effected by it.
But back to topi: I want to address a long known bug: rangers long bow has a muh larger effective range (more than the addressed 1500)
Calm down a bit. I don’t think Anet isn’t trying to fix the problem. But we have no idea how hard it is to solve this problem. It will get fixed for sure, but it takes time.
The problem with the 50% endurance regen trait is that it won’t stack with vigor wich seems semi good while having the ability to gain vigor.
This. I hope they will fix it soon or otherwise change the minor trait, because having non stacking endurance regen on minor and major is the opposite of synergy.
Erm…. Just no?
Why would they do that? If you mean that the mortar kit isn’t worth the elite place on the bar, the right thing to do is to buff it until it is. But make it a non elite? That’s totally wrong. If Anet would buff its damage a little (after this horrible 28% nerf … that’s just too much Anet, no other profession got their damage reduced that much) I would be totally fine with Mortar Kit being an elite skill.
(edited by Kodama.6453)
I know this probably has been discussed already but…why is the elixir X a mix of 3 elites put together?
I mean, it has a 102 seconds cooldown and benefits from all elixir traits, including the duration extending trait.
Both rampage and tornado have a 150s cooldown and last less than the traited elixir X.
You forgot something: Tornado and Rampage both got a skill tag too. Rampage count’s as an physical skill, Tornado is a cantrip now. They are both effected by traits for these skill types. This means they aren’t “better”, they are “different”! Rampage benefits from a trait which reduces the recharge and dealing more damage based on adrenaline! So this skills have their adventages too.
Even if you cut that damage by half post patch so it’s intended, it’s still like 10k damage out there, which is by no means low. Stop defending an exploit, and stop showing how low the community have become. It is really saddening that people rely on exploit to be successful and try to justify it because they have an easy time.
I feel exactly the same, I’m maining an engineer and refuse to use grenade kit as long as the bug isn’t fixed. Every engi I see in PvP is defending it because it is “anets fault” to not fix it. But it is a bug and these guys are using it for their own good, that’s exploiting, even if these guys keep saying it isn’t.
Have some honor and don’t abuse this bug, guys.
So quick question…
If I throw on superior sigil of Earth, is that 1x bleed? or more, since I’m already traited to cause bleed on crits via marksmanship? (I think any way, I need to double check later tonight or tomorrow)
**Also, does it stack on bleeds caused by the pet?
Sounds like i have some homework !!p.s. is daze the same as stun?
Both things (sigill and trait) give you the CHANCE to cause bleeding on crit. So there is the possibility to cause 0, 1 or 2 stacks of bleed. I don’t know if the sigill will give your pet the ability to cause bleeds too, but I don’t think so.
Daze isn’t the same as stun. A stunned enemy isn’t able to move or use skills (except skills without cast time and stun breakers), a dazed enemy is able to move, but can’t use skills anymore (agin except skills without cast time and stun breakers).
No one is understanding what was meant by “play your way”, I guess. It didn’t mean you got the freedom to take as many trait lines as you want to, it didn’t mean there wouldn’t be a meta, because this is made by the players. The concept of “play your way” was that there isn’t a determined role for each profession in this game.
Looking at gw1, each profession had a role. Elementalist has to be a DD, warriors were tanks, monks were healers and so on. What about gw2? All professions got the ability to do any role they want to. You want to play a support thief? You can do so. Wanna be an bunker elementalist? No problem.
That’s it, you can play every role you want to with every profession you want to.
It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)
Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?
I use it on a regular basis! Yes, Kinetic Battery recharges the F1 heal. I double cast it in worrisome situations or when I need my glass cannon trait to stay active! Keep in mind a single F1 heal still is less than a healing turret so it’s kinda in balance. That and you can really quickly lose that heal by using any other toolbelt.
Thx for the clarification, I’m glad to read that. So Bandage Self is supposed to trigger effects for both, healing skill and toolbelt skill?
One of my friends made a very good point earlier about keen edge if it were to return, it’d be really cool to have it proc off them having a certain # of bleeds (probably like 5 IMO) than for it to trigger off a health threshold.
I like the idea, it could be added to Hidden Barbs, because it fits the name perfectly. You don’t notice these bleed stacks for some time, but if you got some bleed stacks the wound will spread.
Maybe it is just me, but I got the feeling Anet was doing so to get condition damagers investing in precision. Conditions are more effective now and made you invest in only one stat (condition damage). To balance it a little, it seems logical to make traits which are rewarding condition damagers take some precision. There are many traits like this.
That only applies to some classes though, others are easily stacking burning, bleeding, even torment with auto attacks and it doesn’t require crit chance or positioning.
They are able to stack them, that’s right, but also get benefit from crits.
Some examples:
engineer: bleeding on crit, converting prec to condi damage
necromancer: bleeding on crit, converting prec to condi damage
elementalist: burning on crit
mesmer: illusions: bleeding on crit
Just wanted to point out it seems to be a general concept.
(edited by Kodama.6453)
when using med kit you have more good options to choose from the toolbelt if you are using Kinetic Battery, med kit also has superior condi cleans and the OPTION to heal more (sacrifices have to be made) while healing turret can cc in some builds and is more aoe healing.
here are some rough calculations.
ignoring regenerating mist, med kits #2,3,4,5 and no blast finishers on water fields.
optimal burst healing (with AMR ,kinetic battery, heal resonator and 0 healing power)
2 ht undetonated =13720 hp + unused kinetic battery
2 ht detonated = 15720 hp + unused kinetic battery
2 bandage self = 11400 hp + unused kinetic battery
3 bandage self = 17100 hp (1kb wasted)sustain healing 2 minutes (no AMR)
healing turret 15s
61740 hp + 4 unused kinetic batteries
self bandage 17s
45600 hp + 4 unused kinetic batteries
68400 hp (4 kbs wasted)
self bandage 14.5s
52839 hp + 4 unused kinetic batteries
75639 hp (4 kbs wasted)
All in all I dont think a 14.5s cd is op at first sight assuming I haven’t overlooked important factors.
You didn’t include the effects of the Med-Kit itself, if you do the Med-Kit is winning the self-heal contest by far.
Realism can’t be a point here. What about moa transformations, clones, perma invisiblity on open ground at close range, great swords thrown like boomerangs piercing everything on their way and returning safely to their player, mist form, long bows fired manually at the rate of an mg, asfaso.
No, realism is not a valid point in discussions about combat skills in MMOs. (And even if it was: Just imagine spike trap as a bundle of spikes in your hand. You can either hide them in the ground to make a trap, or throw them directly at a foe, thus inflicting bleeding. Much more realistic than 50% of skills in this game).
The only valid points are: Is a skill fun? And: Is it balanced?
Well, i used to play condi trapper in PVP. It was my main class, i thought it was fun. Ok damage over time, very high mobility and therefore survivability. Was it OP? Hardly, or many more players would have played it.
This build is now unviable. Everything feels extremely slow, you have to stand on the feet of your opponent to cast the traps which makes you vulnerable and decreases your dpm. And the worst: You are totally blocked by differences in terrain levels. Whenever a foe is above or below you (which is most often the case: Niflhel mid, Foefire mid, Khylo mid, Temple, not to mention skyhammer, lol) you cant hit them at all. So the condi trapper has effectively been removed from pvp. For no reason.
In PvE, traps are ridiculous anyway, in WvW roaming, they might still be ok, because you can combine them with trapper runes, which is still quite strong, but in PvP: Nerfed into oblivion for absolutely no reason.
Well, it isn’t just about “is it fun” and “is it balanced”. Anet is trying to make things high concept and they are the ones to decide how a skill is supposed to be used. If they want traps to behave like traps, being something you prepare to be ready for combat, and not an instant aoe damage skill, they will change them to that. That’s what they have done and I’m fine about it because it fits the theme more like this (my opinion). This doesn’t mean traps can’t get buffed to be more effective about what they are supposed to do.
Please clarify “Entangle” since I use it, I can see the icon (so I know it went off ON the person) but they still come at me full speed and the immobilize didn’t work at all.
If the icon is there, shouldn’t it have some effect?
Did you fight an engineer? The trait transmute (converting one incoming condition into a boon, 15icd) would convert the first tick of immob into swiftness and the engineer runs through the vines before the second tick comes in. That way he wouldn’t get caught. Or did you fight someone who had resistance?
Traps were tons better in GW1, you could stack multiple versions and their effects were much better.
Stacking them would be op, but what I meant was that traps were easy to interrupt. If you got hit a single time casting them, you got interrupted and they had a much larger casting time.
I disagree, they didn’t use just a start zone rifle, they combined this rifle model with the old mortar model and I really like it. It is just what an engineer would do, using the parts of the old unviable stationary mortar and a rifle to tinker a new mobile mortar. This cannon wouldn’t fit for this theme.
So… you do realise what gw2 engineers are capable off AND do all the time?
Scarlet.. look at her stuff, look at the citadel, tanks, airships, siege weapons, watchwork guards, charrcopters, heck even golems and other asura shenanigans even if they are technically more magic then anything. I mean seriosly.. if i would be an engineer for real in this universe where i stand on the frontline to fight friggin dragons id take sure my equipment is TOP notch and up to par with the magical spells and armament or just the physical skills other classes bring to battle…and especially a frigging mobile siege weapon should well kitten look like one…not like a lvl 5 rifle. Im personally fed up with always (visually) looking like the weakest link in the chain and i very well hope that the devs keep their word and the current models are indeed just placeholders…
Well, if I were an engineer in this universe and had to fight a dragon, I wouldn’t care about the design of my weapon. I would care to make sure it works as it is supposed to be and it does.
I’m just going to assume that your are assuming it’s intended like that, or do you have proof? I believe it to be a bug. It still is on the toolbelt so it should be affected by Mechanized Deployment imo.
It is on the toolbelt, that’s right, but Anet made it work with traits that benefit healing skills like AMR and equipping the Med-Kit isn’t triggering sigills and traits anymore. That’s why I think so. And I think it could be simply too much to make it get effected by Mechanized Deployment. It is effected by AMR, so get recharged at 25% health. If it would count as a toolbelt skill, the recharge of the skill would be 14,5s instead of 17s, will grant vigor and could get recharged by Kinetic Battery. Additional to AMR, cleaning one damaging condition and granting regeneration this is just too much for a healing skill, don’t you think so?
Don’t get me wrong, I’m maining an engineer too and would love to get so many ways to recharge the same healing skill. But it wouldn’t be balanced.
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Maybe it is just me, but I got the feeling Anet was doing so to get condition damagers investing in precision. Conditions are more effective now and made you invest in only one stat (condition damage). To balance it a little, it seems logical to make traits which are rewarding condition damagers take some precision. There are many traits like this.
Yes. Traps are traps—they’re not grenades to toss at people.
Oh, so it was a bug before when you could trait for throwable traps?
He just wanted to bring a point, Anet is trying to make everything high concept and the throwable traps didn’t fit their theme. They are meant to prepare yourself for combat and throwing traps with piercing spikes coming from the ground is not logical in any way.
Just be glad they are not working like they did in gw1, guys.