Range shouldn’t be an argument here, rangers got long bow range 1500 too and it is outdamaging mortar kit a lot, and it has a high burst skill like rapid fire on it.
Don’t get me wrong, I don’t want the same damage for mortar kit like the rangers with their long bows. I just want 1 viable long range AA, is that really too much to ask for?
False information, please forget about this.
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Edited last post to clarify about the toolbelt reduction.
And yes, it is really hard to compete with the allmighty HT. ^^ That’s why we all really love it.
But as said, give them time to improve Med-Kit, because it really NEEDS IMPROVEMENT anet! Med-Kit needs to heal a little bit more with it’s aa because it’s really really tiny. (talking about the range of the aoe)
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Oh they did an EXCELLENT job conveying that by making it heal for a whopping 75 health per second and have throwables that will miss 99.99% of the time.
And about the toolbelt reduction: Bandage self doesn’t count as an toolbelt skill anymore for the new trait system. It counts as an heal skill like A.E.D., HT or Elixir H. It’s triggering AMR now. And I think that was the right decision, because it acts that way.
They could have swapped the places of the kit and bandage self, so bandage self is on the heal skill place and the kit swap on the toolbelt. That’s the situation we are having now. But they didn’t because they didn’t want to confuse us more as required, I guess.
Also love how bandage self isn’t affected by the toolbelt CD reduction of the Tools line. Really you can tell they wanted us to use this as a party heal over Healing Turret.
Even if it isn’t much a difference, but the AA is healing more than 75 per second, the tooltip is wrong because it ticks 3 times in one channel for the 75 heal. And it heals more for each boon on your mate.
The throwable bandages are hard to use, that’s right and there are many bugs out there to fix, but that doesn’t mean they are doing something wrong with the concept of Med-Kit. Give them time to improve it.
About the toolbelt reduction: It doesn’t work because bandage self doesn’t count as a toolbelt skill anymore. It counts as a heal skill. It even triggers the heal skill traits now like AMR. They could have swapped the places of bandage self and the kit, because that’s how it works now. Imagine bandage self on the heal skill place and the kit swap at the toolbelt. But they didn’t do it because kits always were on the utility skill bar and they didn’t want to confuse us more than required, I guess.
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And the elixir gun already has it’s own trait to make it better, I don’t see why it needs a second one. I agree it fits thematically, but not functionally. In fact, I’d even suggest that inversion enzyme is not good enough in it’s current form in that the elixir gun loses things like it’s cooldown reduction and increased super elixir duration if you don’t run HGH. Why not just port those qualities over to inversion enzyme and keep the elixir gun trait as one trait?
As already said, it is about synergy. Look at the ranger class, they got the GM trait Remorseless, giving them back opening strike every time they get fury. Opening strike increases the damage of the attack by 50%.
They got many ways to get fury too with the new system: By their weapon skills, by pet skills, by activating survival skills (traited), by attacking with a GS (traited)….
Now think about it that way: We give you the trait Remorseless and you can trigger fury to yourself by 1 weapon skill only and 5 other ways to give fury to your team members. Thats close to what we got with Inversion enzyme, because it has 1 skill that’s removing conditions from ourselves (super-elixir) and we got fumigate to clean 5 condis from team members. That’s not really synergetic. But making the elixir skills count as elixirs is so much more synergy to combine.
But I WANT engineer to have a viable auto attack rather than a 40 second optimal dps rotation.
Well, there’s always that hope that the hammer will be finally it..
Maybe, but just at melee range. Where is the “I’m a terrifying mobile siege weapon”-feeling we all want. =(
Because it was really fun to do so! I loved that feeling of being an insane little cannoneer. And having a little direct damage on long range isn’t false, especially because it was our last left long range weapon…..
Wait a moment…. I did some math…. does it mean the AA of mortar is actually as “good” as rifle? >__>
1,47*0,72 = 1,0584 soooo …. just 5,84% better than rifle? On an elite kit? Without another damage skill on this kit? I thought our weapon sets are this weak because kits are there to compensate that. ô.o
I was critting for close to 4K per attack in PvP. From 1500 range that was too strong. It was stronger than grenades and rifle. Only the bomb kit outdamaged it before the nerf.
How many stacks of might did you have on yourself? ô.o
And as already said it should be dodged easily at this range. Well, not as easy as grenades before the patch, but still….
What the…. Anet pls revert this nerf. Mortar is actually our last left high range weapon. We need something to deal damage, it don’t even have a burst skill like rangers long bow “rapid fire”. It’s whole damage comes from the AA and it really wasn’t that great.
Our damage comes from everything EXCEPT the aa …
… except for mortar … there every skill is kitten now.
It’s the last long range weapon and the other skills are doing damage close to nothing. That’s what I meant, so they nerfed an already weak long range damage…
What the…. Anet pls revert this nerf. Mortar is actually our last left high range weapon. We need something to deal damage, it don’t even have a burst skill like rangers long bow “rapid fire”. It’s whole damage comes from the AA and it really wasn’t that great.
Not only that, but engineers that do run elixirs only run a select few elixirs. Things like elixir U, C, and R have basically disappeared from the game completely. If they’re not supposed to be taken seriously, why even have them?
In my opinion these 3 elixirs got much more attractive after the patch. Vigor got nerfed, so the endurance recharge by elixir r is really nice to get extra dodges. Conditions got a huge buff and even elixir gun and ht can have a hard time removing them all. So this way elixir c may get more used too. And the biggest buff goes to elixir u, because it got removed its cons (25% more damage on you or no endurance) and got buffs instead (5 stacks of might or fury). That’s really nice if you want to burst something or someone down.
•ground targeted without having to trait it
This is actually not a pro, it’s a con.
There’s a reason no one ever ran packaged stimulants, and it’s not because tossable bandages was so overpowered that engineers deliberately didn’t run it to give everyone else a fair chance.
It was because having them as ground targeted abilities made it very inconvenient to heal yourself with them, especially while you were on the move (although it was also because few people actually ran the med kit).
Anet is trying to tell you something doing this. Med-Kit was NEVER meant to be a healing machine for yourself, its whole concept is about supporting your team by healing (and now: removing the condition your mate is struggling the most). It is shown really clear by our new Med-Kit AA, it is just healing our team members, not us!
I don’t think so, it just makes sense that the elixir gun works with elixir traits. It is its whole concept to be a weapon spreading elixirs around you. Actually I’m thinking they didn’t follow the road seriously enough. It seems like the condi remove of alchemistical tinctures don’t work with the elixir gun attacks, which would have a perfect synergy with Inversion enzyme.
As I can see, anet wants to make everything “high concept” and I love it that way. I really like to play that way too, I’m running builds with at least 1 kit, if I run an elixir build I would use flamethrower or elixir gun, because it fits the theme as the “most achemical” kits. I would have much fun running a full support elixir build by using elixir gun for tons of condition converting and buffing my team with boons.
the worst is the loss of the minor in tools which recharged the toolbelt skills at 25% health. that gave you a double heal off medkit
You know we still have this trait in the tool specialization right?
No, we actually don’t. We got 15% cd reduction by trait and recharge of one toolbelt skill if we dodged an attack before. He meant this trait: https://wiki.guildwars2.com/wiki/Inertial_Converter
We got toolbelt recharge traits, but they are working different to this. But I don’t think it’s bad, just make AMR working with Med Kits toolbelt skill and it will be fine.
Nooooo =( I was really glad they were giving us a GM trait for gadgets in the past, just was disappointed about its mechanic. It should change our gadgets by giving significant buffs. Don’t you agree to that Kaizoku? Who wouldn’t love to bring chaos onto the battlefield using his prototype gadgets.
And it could benefit the new melee playstyle of the elite spec! I’m thinking A.E.D. was meant for our healing alternative for fighting in melee range (F1 is melee and stunning, heal skill is outhealing a burst significantly), the pulsing damage in melee range would fit to this and would be close to the old retaliation boon gadgeteer gave it, but more powerful, don’t punishing foes hitting you but all in melee range and with a higher damage.
I totally understand the nerf of Kinetic Battery: It was just way too strong, this way we were able to lower the cd of long cd skills (like elite ones or elixir r) to 20s, that’s just too much.
But I would love a rework of Gadgeteer, as you said a bigger cd reduction would be really nice, especially for the heal skill A.E.D. and the new effects on gadgets are just meh. Bigger Slick Shoes are nice and more time for A.E.D.-trigger is ok, but I wished some more noticable effects. Like pulsing damage around you while A.E.D. is running, because its overcharge is striking your foes with its electricy, make PBR an AoE skill, rocket boots travel a larger line and sets it on fire (fire field? burning damage?). I would like Gadgeteer to get a whole new feeling by using our gadgets with it, not just “oh, did I push him a little bit farther as normal?”.
Old mortar (It used the same model as Pact mortars, right?)
!http://wiki.guildwars2.com/wiki/File:Pact_Mortar.jpg!
This isn’t the skin which was used for our old mortar.
It looked like this: http://ttsgamers.com/wp-content/uploads/2014/03/mortar.jpg
Do you see what they did there? They used the old skin of the mortar to create the new mortar kit. I really loved how the mortar was looking and I’m glad its design got a revival in the new mortar kit. And it makes perfect sense too! We are engineers who came to the conclusion that the stationary mortar wasn’t really useful in combat. So we used its parts to tinker the new mobile mortar kit! That’s just how engineers would handle this situation.
But I’m really sad about the design of the bomb kit, I hope we can get some redisgn at this in the future. There was a suggestion to make it more looking like the kit icon, that would be ok, or maybe make it look like the bomb (it is a bomb, isn’t it?) in the picture for the new inventions spec.
Mortar #4 doesn’t tick blind each second, does each 2 seconds instead.
(Tooltip sais it should be each second)
And again a thread to merge utility skills together to a kit? Getting kits has its price, if you really want them be prepared to get your weapon skills nerfed really hard and get rid of your ability to swap weapons.
How is it an argument for a kit that traps are not longer able to be thrown? If you are troubling with them, they maybe should get buffed. It already happened to spike trap, which is knocking your enemy down now.
Really sad, and pistol 1 doesn’t trigger explosion traits…. pistol should have finally become an aoe bleed weapon …
Nice concept in combining the CW, but it would be a loooong way to go to implement this idea. Combining the axe and the shield together is really easy because axe is a mainhand weapon and shield an offhand weapon, but it’s difficult to combine hammer, bow and gs. It would be strange just to let combine 2 of 5 CW. But please keep this concept in mind, I would really like to see something like that in the game.
Well, I would really like to see sacrificing skills like this again. They were really fun to play and give you the feeling “yeah it’s really hurting me … but it’s hurting YOU much more!” instead of “I put some little effect on you and after that annoy you with my bacteria!”
I think all of us can’t wait for it.
To all our fellow engineers, lets pack together in the new lions arch giving anet a salute with our brand new mortars!
I really like your suggestion Mem no Fushia.
Just one question about it: How do you think the charges should be handled with this system? Both weapons keeps their actual charge counter and if one run out of charges, the skills are changing again automatically? Or would the new combined weapon just reset the charges to 15/25?
Well I didn’t see many duels but there were several with a signet necromancer and an engineer who didn’t run a premade or bad build. The necromancer hard countered the engineer completely.
And if the meta in PvP is still based on conditions … I can be wrong but isn’t necromancers condition transfer ability stronger than ever before?
What the…. there was a discussion about the reason of this nerf and nobody wanted to admit it was an advantage in WvW and what’s going on now? XD
But if you buff siphoning up to the same level as the sacrifices there wouldn’t be a downside to justify the heavy impact. ô.o
You can’t tell yet, we didn’t test the patch until now. And in the streams it looked like necromancers got pretty strong in PvP.
The version we saw in the stream wasn’t the final version of the patch, so there is some small hope we are getting some of the baseline called traits. Coated Bullets, Forceful Explosions and Pistole 1 being an explosion are totally needed and I hope we will still get them. Pls Anet, hear our prayers! You said it on your own, bombs are bombs and should have a big radius!
Sublimatio, you are right at the point sacrifice skills in gw1 had a harder impact. But sacrificing worked on a different way this time. You had to sacrifice an stated amount of your max health (from 2% up to 33%).
Corruption skills in gw2 gives you conditions, many of them are damaging but have to stand for a long while on you to have a noticable effect. Necromancers are able to transfer their conditions to their enemy, this way you can draw this negative aspect into a positive aspect. This wasn’t able in gw1, you just lost health instant.
Med Kit shouldn’t count as an heal skill, F1 is meant for this. And F1 shouldn’t get recharged by Kinetic Charge. I can understand why anet is doing this, because F1 of Med Kit already has a really short CD and with this trait we would be able to use our heal skill twice each 20s (no long cd for an heal skill!).
This confusion would have been avoided if the actual Med Kit gets moved to F1 and its F1 to the 6 heal skill. But they just wanted to keep it like it was. We just have to adapt to this.
Med Kit is meant as an healing support Kit and because of it’s perfect synergy with Elixir Gun it fits really well in this role. I’m glad it got reworked this way and I’m really excited to test it today. ^^
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Longbow is already taken by dragon hunter and I doubt they will give the same weapon to 2 different elite specs. Rifle could be interesting (but I really REALLY doubt it would have a range over 1500 ^^), but I would prefer mace or axe. And following the rule to not give the same weapon to 2 elite specs and we already know rifle was an option for chronomancer, I hope thiefs will get another weapon. Some weapon which makes thiefs looking a little bit more brutal as they are yet.
You are starting the game at a total interesting time, because we will get the biggest balancing patch gw2 ever had today. Skills and traits will get balanced on an entire new way and everyone of us has to find out how to play his own class in the future. That’s the reason no one will be able to tell you which build will be best and how good rangers will be yet.
Just start playing with us and keep asking people in the future, there are very many kind people in this community.
So I hope you will enjoy your adventure and welcome to the world of tyria.
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First: 15 stacks of bleeding wasn’t done by “one click” , it were 3 skills, the streamer said this. Still some really high bleeding for the amount of time, but just wanting to be correct here.
Second: The 7k burning damage ticked for one single second and this won’t affect the PvP because he was only able to do this because he used all burning sources at the same time and no PvP player will keep standing in 3!! fire fields for their entire duration.
But I have to agree, it’s kinda sad what anet did to the meant condition-master of the game and necromancer should get some serious buffs.
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Looked it again but I just see 2k crits on mortar the entire time. Hardest hit he had at mortar testing was 3k but not with AA, it was the f5 orbital strike.
Which streamer did you see that? Saw many AA from mortar and all critted for 2k. ô.o
Just curios what I was missing.
Mortar AA hits as hard as Lich? Got Lich AA damage nerfed? Cause 2k crit on AA is not even close to current Lich AA.
I really hope forceful explosions is getting baseline, they said it in their stream, this things are BOMBS, they shouldn’t have such a tiny radius.
But I’m really worried about coated bullets, this trait would make pistoles finally be a good condition weapon for pve especially if the AA is becoming an explosion for shrapnel. The bleed stacks on the AA are singletarget without the trait and very few of them, without this trait pistole is worthless.
And another thing: hope devs are noticing that ELIXIR F isn’t actually an elixir in the tool tip. It is even called ELIXIR F, come on guys. ^^
Got interested in the glitter suggestion (even if I would prefer another name like phosphorized ^^) and have a question: Do you mean just a visual effect, so everyone knows where to put his aoe on or is the stealthed enemy actually targetable? That’s a huge difference if it comes to team play, there are many skills out there which require a target and a revealed enemy lets you use this kind of skills, if a glittered/phosphorized enemy isn’t targetable it would just help aoe heavy professions in a team fight.
I hope the AA will get 240 radius just like the other skills, 120 is just way too small. Mortar-kit is replacing grenades that’s right, but no argument for this small radius because we throw 3 grenades the same time so we were hitting a much larger area.
The fact we can’t use mortar effectively for condition builds isn’t such a big problem I guess. Grenades will still be the kit to take for condis and at 1500 they were really hard to use and got much more effective in mid range.
Your math is wrong, if it would be multiplied it would be 1,5*1,5 = 2,25 so 125% more endurance regeneration.
There is a problem by taking away the second weapon and stats and other “solutions” you are providing: it’s missing the concept of the conjured weapons, the whole thing they are meant for. That’s a huge problem in many topics of the forum. Conjured weapons are meant as a form of support to your team, giving your team members new skills to use and a slightly stat buff. They shall not be used to give you alone a huge damage buff. And it isn’t new that there are skills for every profession, which don’t worth in PvP, because their concept isn’t useful in this area.
There is nothing wrong by keeping the meant concept of the skill, it would be better to buff the skills to make them worth using instead of using just 1 and throw away the CW (just like Yamsandjams already said).
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It seems you are not even trying to understand what I am saying …. I NEVER said elementalist is op, I said elementalists are doing well in every game mode. Notice the difference. I said it would be op this suggestions to become true and conjured weapons getting kit-like (agreed to improve conjured weapons by another way like pulsing boons or reworking the skills of the sets, getting stat boosts depending on your actual attunement is a good idea too) and it seems I’m not the only one thinking in this direction.
DD is strong yes …. in PvP and balance isn’t all about PvP. Staff elementalist for example is doing really well in PvE.
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By reworking the skills of the conjured weapons for example. But I don’t really see the need to improve the elementalist at this point, the profession is doing really well in each game mode.
And we didn’t even test the new trait system, so we should first wait and see.
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Are you realising I wasn’t the person who did this list? That’s just disrespectful btw.
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I never said it is a build, I just said elementalist is the profession with the ability to have the most available skills at the same time. Why isn’t anyone getting the difference?
Elementalist is the profession with the most skills at the same time:
Worst case scenario:
engineer without any kits equipped: 5 weapon skills, 1 heal, 3 utility, 1 elite, 5 toolbelt =15 skills
elementalist without any conjured weapons: 20 weapon skills, 1 heal, 3 utility, 1 elite = 25
best case scenario:
engineer with as many kits as possible: 5 weapon skills, 5 heal kit, 15 utility kit, 5 elite kit, 5 toolbelt = 35
elementalist with as many conjured weapons as possible: 20 weapon skills, 1 heal, 15 utility conjured weapon, 5 elite conjured weapon = 41
Elementalist is the class with the most available skills at the same time, that’s a fact.
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The logical thing to do then would be to rework the skills of the conjured weapons instead of make it possible to get all of them by using just one utility slot. And conjured weapons aren’t that useless you are saying, this game isn’t all about PvP. In a PvE environment, conjured weapons were and will be very strong, especially ice bow and lightning hammer.
It’s not sacrifying one utility slot for access of a weapon swap, it is for access of 4 new weapon skill sets. Spending 1 utility slot and having 8 weapon sets in total doesn’t sound op? Even if it has a cd of 10 sec for swapping in and out, does this really justify to give 4 times more skills as a kit? Do you really mean that?
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