About that assassin gear and having to carry around different armors.
You can just get an assassin ascended weapon (or a legendary) and the two assassin accessories from CM and Arah collections.
That’ll give you about the same as full assassin armor.
luck based pvp game
Is “luck” for whether you get carried or not?
Don’t give up, I had to do about 30 Vinewraths before I got my second Coat Box then I got the third one about 5-6 VW later the next day.
Had to buy all the other boxes too.
I’ve seen people link 40 Coat boxes, crazy.
Stop trying to find excuses, these guys were obviously kittens, why would you kick someone for watching the cutscenes?
It’s a bit annoying having to wait but don’t make it justify being a kitten to new players even more so in story mode.
As for OP, just make your own lfg and party, like “AC story new players”, and don’t use the LFG tool for anything other than that until you reach max level.
I’m at 8 but the ambrite is a pain to get.
2000 range
more responsive
more damage
auto-fires like the deployable mortar kit consumable when no one is controlling it
Why is it that everytime someone raises either a legitimate complaint or requests a minor QoL improvement some kitten has to make a thread demanding the maintenance of the status quo just because?
Don’t bother, it’s the usual case of “I don’t have a problem with the way things are so no one else should”.
I for one would really like it to be account bound instead, I haven’t played my first character for almost a year and he’s the one to get all the new cool stuff while my main character who could really make use of the birthday blaster just got another useless mini jennah.
Why is it that everytime someone raises either a legitimate complaint or requests a minor QoL improvement some kitten has to make a thread demanding the maintenance of the status quo just because?
I for one would really like it to be account bound instead, I haven’t played my first character for almost a year and he’s the one to get all the new cool stuff while my main character who could really make use of the birthday blaster just got another useless mini jennah.
I wish it was account bound, not all the people who’ve been here for 2 years still play their first character.
It should be a reward for the account being 2 years old, not just the character.
What is the pet seed for exactly?
I made the exotic backpiece on the first week of the previous LS episode, the Cultivated Seed which was in my bank got swapped with a Pet Seed.
As an alternative you can cook Bowls of Sweet and Spicy Beans.
http://wiki.guildwars2.com/wiki/Bowl_of_Sweet_and_Spicy_Beans
I didn’t even notice there was an alternative, it’s a lot cheaper and lasts for twice as long.
Well done, economists!
There’s this new food, Prickly Pear Stuffed Nopale that’s perfect for some builds.
I decided to unlock the recipe, checked the ingredient and oh god.. the horror.
One single 30 minutes food requires 20 Prickly Pear which is the rare drop from Cactus in Dry Top.
In two weeks of gathering every single cactus and getting all the Prickly Pears from LS achievement chests, I only have about a hundred of those, so that’s 5 foods, 2 and a half hours of a somewhat classic buff.
Add to that the fact that the food is account bound for no apparent reason and you got yourself the perfect example of the useless item that no one will ever bother using.
That buff is almost perfect for my engineer but I’ll keep on using Koi Cakes instead since those are almost the same price as one single Prickly Pear.
It’s a nice change to have some vertical level design in an mmo for once.
If you’ve played other mmos, you’ll notice how players usually panic when there’s any sort of movement required may it be during a fight or not.
Gw2 did a nice job at forcing people to overcome this weakness and you’ll get better at it if you keep on trying.
Are you playing with a gamepad or something?
Those are the weirdest camera movements I’ve ever seen.
Nice video anyway.
I dont get why people dont mention engis here, or put them so low. Gren engis do insane damage and constantly keep 25 vunerability stacks on the enemy while healing, buffing the group and clear condis. Looks like people only play 7 classes…
Most players don’t think very highly of classes that aren’t war/guard/ele.
Months of stacking, exploiting and los-ing mobs have made people lazy and bad, and they tend to panic when you add a slight variation to their dungeon dream team.
Today’s a great day, broke my bomb auto and mine field record in the same fight with this build.
Are there going to be more testings in the coming days? Because my guild and I just received our new login infos with the dates of testing which are all already over.
usually hits between 15-25k damage
vid or screenshot or it didnt happen.
Here you go, more than 15k with 1 mine missing and another one not critting, and it was nowhere near the optimal conditions, I’m just buffed with 10% crit dmg and some precision and these mobs die too fast to stack vulns or more conditions on them, and only 8 might stacks.
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Well, me and my guildmates just received the confirmation with our new logins and stuff.
The second mail gives us the dates of testing, but theonly problem is that it was last week.
Some things you should add to your guide:
Toolkit: Great kit all around, Prybar does very nice damage plus adds a condition, you also have a block skill which is pretty handy when you lack endurance regen and the Magnet is also pretty good to position mobs, Toolbelt skill does average damage but works well with static discharge.
Throw Mine: Strips boons and is also a blast finisher, deals insane damage with the toolbelt skill, usually hits between 15-25k damage and it’s only a 20s cooldown. The toolbelt skills is also a two steps thing (deploy→detonate) so it’s 20% endurance back.
Superior to Rifle Turret imo.
If you’re not really sure, then yes, I’d say either Celestial or Carrion but if you only like going full conditions then go for whatever you’re using now.
I run Carrior armor and Celestial jewelery in WvW.
I finally made up my mind and switched to this build, going well so far, I don’t see numbers as big as with my old Tools even though I’ve seen a very few 9k auto attacks in perfect conditions and against bosses with low armor like Old Tom but I’m satisfied.
I miss my endurance regeneration though, good thing toolbelt skills give you 10% back and I get myself a shield with Sigil of Energy.
Did frac 49 yesterday, Mossman, Uncategorized, Grawl, Mai Trin, no death, no problem, didn’t even have to use my shield.
What made me change to this build? Phineas’ posts on gw2guru back when he was very reluctant to losing his vigor, people change and so did I.
30points in Tools reduces Toolbelt skills Cooldowns by 30%
Mine Field base cooldown is 20s and stays 20s even with 30 points in Tools despite the Tooltip showing 15 and a half second.
Using the trait Speedy Gadget gives Mine Field a 15 and a half second cooldown which is the cooldown without Speedy Gadget.
Attached is a screenshot of Mine Field being on a 20 second cooldown while I have 30 points in tools.
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i’ve used this build at fractals 49. i go 25/10/0/10/25 though.
Go 30 in tools and take Adrenal implant if it’s the endurance regen you want instead of Invigorating speed, then you have 5 spare points for anything you want.
@Krag:
Your conclusion sir, awesome!
That wasn’t a conclusion though, I’m only trying to figure out what works best.
I could just copy any build I find that says “meta” but I like understanding it first.
I’m doing more damage than I ever did on my Engineer.
I don’t know, I just did a few coe runs and didn’t feel the difference THAT much, I did feel the increase crit chance though, I was playing 30/30///10 with Sigil of the Night so no endu regen.
With 30/30/0/0/10, I have
53% crit chance
88% crit dmg
+5% dmg
potential +24% dmg but averages more around 10% with my group comp
With 30/10/0/0/30
44% crit chance
108% crit dmg
+10% dmg when full endu
I’m not very good with maths so no idea what to do with all that or how to compare them damage wise.
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Hard decision to leave Tools for Firearms, I’m still playing with my 30/10///30 or 25/15///30 because I like the handiness of having both damage and endurance regen in the same traitline.
I tried a bit of 30/30 but can’t get used to either losing speedy kits or having subpar endurance regen and losing a potential +10% dmg sigil for +10% crit dmg doesn’t make much sense to me. Sigils are there to give your class an extra edge in my opinion, not replace a missing trait.
I’ll keep playing tools for now but I’m open to discussions since these changes made me question my build somehow.
Apparently frostbow isn’t allowed either, so I don’t think other classes should be allowed to use their utilities as well.
Do your own ele leaderboard, everyone knows how broken conjured weapons are, there’s no build research involved, just might stacking and using one skill.
I think the timer should take into account the time spent buffing, then stop and start counting again from the first damage dealt.
UPDATED
I managed to squeeze a bit more dps by changing the build and using medkit for the stimulant then deploying my turret at the start, sadly, it’s only half a sec faster because the giant decided to stomp , making me lose my “+10% damage when full endu” bonus.
Static discharge is a kitten sometimes cancelling your skills and some other skills like supply crate take forever to cast, took me a lot of tries to get everything working, add to that the RNG of the fight and crits.
I could use the dogs instead of supply crate but that doesn’t have anything to do with the class so nope.
Used:
25 Bloodlust stacks
Undead Slaying Potion
Butternut food
Undead Slaying Sigil
Build is 30/10/0/0/30
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AEDs toolbelt skill says “You can’t use that skill without a target” when trying to use it without a target.
This is the first time I encountered that message in all of gw2.
Why did they do this?
Someone never played Mesmer.
The new AC explo is a lot better than the old one.
Spider queen, kholer and the p2 end boss all have some nice mechanics, just because players have this habit to find ways to cheese bosses (and I know I do) doesn’t mean the boss design is complete kitten.
I’m sorry you missed the part when we were still learning this new dungeon, now it’s all about stacking in corners and charging traps beforehand.
No wonder people are so awful in dungeons, they need to fix this or people become lazy.
Alias name is the nickname we want to have for the tests isnt it?
I’d like to know that as well before I make a mistake.
Is the alias your current in game name or another one you choose for the testing?
Do you think we’ll need some of those for ascended armors?
If yes I’d better start making some as soon as possible.
There are many issues with static discharge like the bolt animation canceling your skills if you use them at a specific frame.
Nice build anyway, I’l probably move from 30/5/0/10/25 to this when the class change hits. I’m just a bit scared to lose 25% crit dmg and 10% dmg when full endu.
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Title says it all.
In the grawl fractal, you can’t unzoom you camera like before during the bossfight with the Legendary Shaman, it makes it pretty hard to see his attack animations and the elemental grubs spawning around.
Indeed they are, except the thaumanova one that I didn’t like much until the final boss which was also way too easy.
The mistlock instabilities are awesome and so is the Aetherblade and Molten fights that I didn’t get to experience back then.
Yeah, it should be removed from solo queue, it’s a fun map to play in hotjoin or with friends.
I’d like to see more of this kind of stuff, I don’t play spvp very seriously or competitively and right now everyone plays like it’s some serious business, good thing a map like Skyhammer comes into rotation once in a while.
Revert it back to what it was pre patch and remove it from solo queue.
The real strategy for that part is to kill mobs on both sides and go on that way, leaving the starting mobs alive is just an exploit.
When fractals came out, we got to level 30+ by simply leaving two players on each side killing the spawning mobs and one going back and forth between the two seals.
After level 30, is started getting too hard for two guys to survive so we started gathering on one side and killing everything there while one or two guys were running hammers.
Today, everyone and their mother know about the exploit and they assume it’s kittened if mobs die on both side. You probably also think that dying on pressure plates in the dredge fractal is the only way to get through, or that you can’t fight both the dredge commissar and his guys head on in front of the car.
These exploits (that I also use) make us lazy and bad.
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Lot of people with reading problems here.
All INFUSED backpieces and rings will have a second infusion slot (already slotted with a +5 AR infusion) instead of the native +5 AR.Does it cost 250 ectos to put a +5 in the infusion slot for uninfused back pieces?
I guess so, it costs 250 ectos to upgrade the basic ascended backpiece to its infused version.
http://wiki.guildwars2.com/wiki/Prototype_Fractal_Capacitor_
http://wiki.guildwars2.com/wiki/Beta_Fractal_Capacitor_
Lot of people with reading problems here.
All INFUSED backpieces and rings will have a second infusion slot (already slotted with a +5 AR infusion) instead of the native +5 AR.
Good luck finishing the portal event by yourself. You’re delusional if you think you’re soloing it, what you really are is a leech.
The events scale. The less people around. The easier to solo.
He wouldn’t about that since he always has a full zerg carrying his butt to the top.
I find it incredibly easy to go through solo as well, and I get to help a lot more people on the way than these zergs just stacking mobs in chokepoints and waiting for events to complete themselves.
Grenades on this boss are extremely valuable due to 3 attacks, no? Drops shield much faster.
Nope, only one stack goes down per skill, that means even your Poison Dart Volley only removes one stack, the best thing to do is probably auto attack with pistol 1 or bomb 1, drink your Elixir U if you’re in a hurry.
It’s probably global because of overflows BUT it’s probably a timer in the end just so it lasts enough time for the next LS, I mean, there’s no reason to finish it quicker, who would want that?
The problem is, by dropping grenades, you lose your ranged weapon, sure you still have your rifle/pistol but without a static discharge build, which means losing all your utilities for one gimmicky not-even-that-strong build that doesn’t even come close to other classes ranged options.
Now the other problem is, if you want to use grenades, you absolutely need Grenadier other wise you lose a third of your damage and some range.
What other classes loses more than a third of their weapon efficiency by not spending 30 points in a specific traitline? None.
I wish they would just get rid of grenadier in some way and give the basic grenade kit 3 grenades so it would become our ranged weapon no matter the build.
Nope, you gotta keep throwing them nades, boy.
And it’s a real pain yes, because you have to be constantly moving around while aiming nades at the boss while keeping him on your screen incase he targets you.
I suggest you to go with any combination of Nade + Bomb/EG/Elixir U/Elixir S/Toolkit whether you’re going to be more offensive/defensive or group support focused.
Here’s a video, I was still fairly new at engi and low fractal level but you’ll get the idea:
http://youtu.be/1qZILUusnC8
Oh and no, don’t take rifle, either P/S or P/P, shield 4 can save your life when the elems spawn and the pistol 5 is pretty nice to control them.
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I have a question regarding the “Grenadier”-Trait.
With the recent increase of the untraited bomb radius I feel that every kit is viable untraited except the grenade kit. Personally I’d prefer if the third grenade would go to base, and the “Grenadier”-Trait gets changed by merging it with CD reduction and the range increase.
Who do you feel about it?
This, the point investment is too high just to make one specific kit our main damage one. Grenadier is a must have if you want to use grenade, A flamethrower build has to invest heavily in Firearms.
We are the elementalists of science, we use every kit/attunement we have at our disposal to keep our damage and support running so why doesn’t our trait line look like that of an elementalist? They can build around Fire/Earth/Water/Air but end up taking a bit of each for all the sweet damage increases and they don’t have to invest heavily into one line to make a specific attunement worth using.
Right now as engineer, I can’t play grenade without grenadier so I’m stuck with grenades and two unbuffed kits that I use only for one of two skills because I can’t invest points in them. I’m not investing much points in damage increases like the Ele but instead in must-have traits for one specific kit.
My suggestion is give the untraited grenade kit 3 grenades and change grenadier to just 25% more range then move it to Master, that way Grenade kit becomes viable in any build and you can actually build for something else without worrying about having no ranged option, then make Flamethrower or Bombs our main damage kits so there’s more risk/reward playing these than grenades.
And rework that kitten kit refinement trait, it’s completely useless as it is now when it should be the Elemental Attunement of the Engineer.
About the nerf on Vigor, I wouldn’t care as long as you also nerf permanent Vigor on the other classes because Vigor on Crit is a lot easier to achieve than Vigor on kit swap (which already requires to invest 20 points), I actually have to swap my kits when I want Vigor unlike the no-brainer constant Vigor on Crit.
I’d also like to see the Healing turret Toolbelt skill Regenerating Mist reworked because it’s redundant, we already get regeneration and a better water field from the turret itself but no self healing skill. Dropping the healing turret in a party is like pressing F2 as a guardian, the only difference is that the guardian also has a selfheal.
I use my turret to cleanse conditions on allies, to heal them, to blast my fire fields, sometimes it even dies before I can detonate it, the turret itself is awesome but your always lagging behind the rest of your group in term of life because they receive your heals then can use their own heals after that.
My suggestion is remove the self heal from the Healing turret drop, keep the regeneration, overcharge and regeneration for party healing and rework the toolbelt skill so that it becomes your selfheal like the medkit one.
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I main an engineer, have 1360 hours on him, and these changes are just bad. They nerf nearly every viable engineer build in PvE. No more perma-vigor, no more incinerary powder access for pistol builds. The only build I’m seeing a minor buff to is flamethrower with modified ammunition change.
There are a lot of issues of the engineer I could get into, but I feel these issues will not be solved until theres a reliable source of damage outside of kits. Until then, our builds will always require us to invest heavily into kit-specific traitlines, limiting build diversity.
This, the point investment is too high just to make one specific kit our main damage one. Grenadier for example is a must have if you want to use grenade, A flamethrower or elixir gun build has to invest heavily in Firearms.
We are the elementalists of science, we use every kit/attunement we have at our disposal to keep our damage and support running so why doesn’t our trait line look like that of an elementalist? They can build around Fire/Earth/Water/Air but end up taking a bit of each for all the sweet damage increases and they don’t have to invest heavily into one line to make a specific attunement worth using.
Right now as engineer, I can’t play grenade without grenadier so in the end I’m stuck with grenades and two unbuffed kits that I use only for one of two skills because I can’t invest points in them. I’m not investing much points in damage increases like the Ele but instead in must-have traits for one specific kit.
My suggestion is give the untraited grenade kit 3 grenades and change grenadier to just 25% more range then move it to Master, that way Grenade kit becomes viable in any build and you can actually build for something else without worrying about having no ranged option, then make Flamethrower or Bombs our main damage kits so there’s more risk/reward playing these than grenades.
We can’t be the jack of all trades if your kit defining traits are at the very end of our traitlines.
And rework that kitten kit refinement trait, it’s completely useless as it is now when it should be the Elemental Attunement of the Engineer.
About the nerf on Vigor, I wouldn’t care as long as you also nerf permanent Vigor on the other classes because Vigor on Crit is a lot easier to achieve than Vigor on kit swap (which already requires to invest 20 points), I actually have to swap my kits when I want Vigor unlike the no-brainer constant Vigor on Crit.
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