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Is the Community just bad ?

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Manuhell.2759

Well, saying engi are bad in this map isn’t totally correct, imho. But i would rather say that you can be a sort of “glass control”. You can do builds with many knockbacks…and at the same time, you will also be quite weak to them. Similar builds wouldn’t work in other maps, sure. But i don’t see how this should be a problem – you already know where are you going to play, after all.

Is the Community just bad ?

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Posted by: Manuhell.2759

Manuhell.2759

-massive post cut-

Gotta quote this.

But many people just want the same, stale old meta with guardian bunkering points and so on, so unfortunately it won’t happen.

Dont forget to nerf bomb engi

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Manuhell.2759

It isn’t like you would use the pull just versus engineers anyway. Exactly as people don’t use stun breaks just to avoid getting bursted by stealthed thieves.

So basically you would just like to be able to defeat, alone, any single other opponent with your build.
There are teams for a reason, you know.
And there is still that other counter anyway; even if you don’t like it, it is still better than making him ress again (especially since he wasted that ress already).

Dont forget to nerf bomb engi

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Manuhell.2759

A pull would be fine too – so, scorpion wire. But since you aren’t probably dealing condition damage as a thief – so he needs a direct intervent by your part to be downed – you may simply stop attacking and wait a few seconds so that the tossed elixir is depleted.
And you don’t even need a skill to do so.

Objective Skyhammer Feedback Goes Here

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Posted by: Manuhell.2759

Manuhell.2759

It is a map that favours crowd control skills. And i don’t see anything bad about that, cause all the other maps favour bunker builds and all the same, stale meta we’ve got until now.
If i really had to make a change, i would just remove one of the panel in the A/C points – probably the one nearest to the base (the other panel can be avoided by coming in from above, after all). To reduce the chance of people being pulled to death before the fight even starts. But even then, it is an equal risk for everyone…

Dont forget to nerf bomb engi

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Posted by: Manuhell.2759

Manuhell.2759

Did i really read people saying the cooldown of smoke vent is 7s?
20s, 16s if traited. At least get the info right before complaining.

And imho, people here are whining about nothing. Bombs can’t cover the whole area, anyway, just kite from distance – and you can do that while on the point. And just use “your precious knockbacks” if someone tosses an elixir r: you’re making the opponent waste a skill with a base 120s cooldown, i would say it is quite advantageous. You just have to react properly. And if you aren’t able, well, it is just your fault.
So, yeah, it is really that some people can be that bad.

So ANet agrees Skyhammer is not a tPvP map.

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Manuhell.2759

A map where engineers and warriors can shine can’t be tolerated in sPvP, obviously.

Engineer 25% Health

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Manuhell.2759

Oh, again this thread.
As a medium hp/medium armor class, 25% is quite low and make bursting you down with power based-opponent quite easy. You basically have to play as a bunker to use it, and even then you would have like 6500 hp before that trait activates. Basically a heavily specialized build that will beat heavily specialized condition builds and will be beaten relatively easy by power opponents.

Dont forget to nerf bomb engi

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Manuhell.2759

Yep, even when you mess up against a necro, you can rezz yourself if elixier is up.

Maybe you could just avoid him to position himself in that small glowing area, you know. Fear isn’t there just to deal damage. Or any CC skill, for that matter.
Toss Elixir R has got quite a bunch of counters, people should just learn to use them.

Sanctum Sprint is Awesome!

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Posted by: Manuhell.2759

Manuhell.2759

We would need a blue quaggan that hugs the first player for some seconds.

Sanctum sprint AFK PvP timer

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Manuhell.2759

Well, they should just disable the afk timer if you’ve finished the race.

Questions for the Development Team

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Manuhell.2759

I would love to see some answer to these but I’m pretty sure we won’t get any.

On the topic of question #1:
It’s also worth mentioning that a decent number of kits actually require you to trait for them , for them to be effective imo.
In that sense i don’t think we’re as versatile as the devs make us out to be.

Got to quote this. Bombs without the larger explosion radius can’t do much, for example. Grenades are basically balanced toward the player having Grenadier, and are kinda weak otherwise. Flamethrower’s damage is a bit on the weak side without having might – and juggernaut does exactly that, giving might. I would say tool kit, elixir gun and med kit are the exception, since they’re good even without their traits.
Imho, the problem here is that they balanced them whole on the assumption of people using all the specific traits, by nerfing the bare kit. Thus making them lackluster unless you specifically build for them.

Keep in mind that this versatility is why they made our actual weapons worse than real weapons (this was said by a dev in ye olde times).

Our main weapons have their dps nerfed due of kits, too (see december update patch notes regarding the design of the classes)

Sanctum sprint AFK PvP timer

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Posted by: Manuhell.2759

Manuhell.2759

The problem here is that this game works differently from the other pvp games.
What should one do while he’s waiting for the opponents to finish? If you’re good enough to do it quickly, you’ll often have to wait several minutes.
Unlike, let’s say, Dragon Bash. Where there was a set duration, so it would restart in a couple seconds.

Community's Engineer Shout-out: Turrets

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Posted by: Manuhell.2759

Manuhell.2759

Imho, they should be really, really resistant. And that should be a baseline feature, to counter the huge drawback that is “no mobility”.
They may rework them so and change the traits. Remove the current adept and master trait in inventions. Make the adept one give some passive buff or boon to them (dunno, retaliation as said above) and then, maybe, make the master trait giving them mobility, but reducing resistance and range (basically giving the choice of a strong offensive area denial or, basically, using them like mechanical minions).

Dont forget to nerf bomb engi

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Manuhell.2759

You know you can, like, dodge them? Or even simply move away. They’ve got quite a delay in their activation, after all.
And to stealth immediatly like you say, they should avoid using the overcharge (they basically would heal for half the amount) and it would still be a 3s stealth. The only way to get a decent amount would be by placing turrets where they can’t be destroyed (but since they’re quite bugged right now, i doubt someone is even using them) or avoid using your utilities/ blast finishers just so that you can flee later – effectively putting yourself at a disadvantage during the fight.
Doesn’t seem like a good choice, frankly speaking.

Post your Zenith Weapon Pics

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Manuhell.2759

Not if you use kits though.
And engineers are kinda forced to do that most of the time.

God's TPvP Profession Breakdown

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Manuhell.2759

Or he’s simply more realistic than other people here.

Warrior Redesign Project

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Manuhell.2759

Traits
As for Last Breath… Remember that Warrior is supposed to sit in meele range. In teamfights this means eating most of cleave damage, both from power and condi. While Engineers have lower health pool, they are also not required to spend whole fight sitting in meele range (outside of of bombs, but I see less and less of those).

Lower health pool and lower armor. That means, trait points will usually be spent in order to increase toughness too (and that’s why you could see many people using bombs – the grandmaster trait of the toughness/healing power tree gives bombs some little healing capabilities). But as i already said before, to properly use it you had to be fully specced for that purpose, and due to the nature of engineers’ weapons, you couldn’t do any decent damage. Also, if you’re fighting in a point, you’re basically in melee range anyway.
Giving this same ability to the warrior, they would give it to a class that can already do some decent damage even in soldier’s gear. Also, pairing it with endure pain, it would basically make it invulnerable for the full duration of the skill. Add on stability and protection on demand (since some skills you’ve suggested can give both of them) -both boons that engineers can’t get reliably – and you’ve basically made engineer bunkers useless on a whole.

Also, the mechanic you suggest, putting utilities – related to weapons in this case – on the F bar is basically a ripoff of the engineer’s mechanic. Except we get to use a single weapon because of that, and with a damage reduction on the main weapon just because we may use kits.
But unlike toolbelts – that usually have got quite minor effects – the effects you suggest are actually pretty strong. Throw shield is basically taken directly from the engineer’s static shield. With half the cooldown.

I can understand you don’t like the current situation. But you’re asking devs to make the class blatantly overpowered.

engies and their lack of melee

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Posted by: Manuhell.2759

Manuhell.2759

Which is why each also has an associated toolbelt skill …

…that for half of them can’t even be compared with a real utility. I mean, throw wrench? incendiary ammo? Healing mist was buffed with the last patch, else it would have been like the ones mentioned above.

Also, we already pay a price for kits, that is

They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.

(from the 14th december update notes)

Even if we aren’t using a single kit, our weapons are nerfed because we have the chance to do so. And on top of it, we must spend utilities for something we’ve already paid for.

Anyway, here we were talking about main hand weapons. I don’t care if there are kits too. We must spend utilities to get those. And the rifle still counts as a projectile weapon.
There should just be the choice of a main, melee weapon. Like every other single class.

(edited by Manuhell.2759)

Warrior Redesign Project

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Posted by: Manuhell.2759

Manuhell.2759

Last Breath is somewhat of a copy of the engineer trait Automated Response. It doesn’t heal pre-existing conditions.
But where engineers have got medium hp and armor, and you basically have to trait for it to not die (you would have like 6500 hp in soldier equip and would need a condition removal as soon as you’re below that treshhold; also, you can’t do any worthwhile damage with a similar setup) warriors would still have higher vitality and armor, and still moderate burst capabilities even in soldier equip.
Also, these utility skills on F buttons are basically a more versatile version of engineers’ toolbelt abilities…without the costs we’ve had to pay for those (the lack of weapon swapping and reduced main weapon damage).

(edited by Manuhell.2759)

engies and their lack of melee

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Posted by: Manuhell.2759

Manuhell.2759

Still, those are all kits, and we have to spend utilities for those.
But as a matter of fact, there is no melee main weapon.
I would say, they could put a mace for that purpose.
And maybe making it so it can somehow buff turrets, along with other effects (like, having a lighting field on skill 3 that damages enemies and puts turrets in the field on overcharge).

Aether dungeon needs radical nerfing

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Posted by: Manuhell.2759

Manuhell.2759

The only thing i really hate is the laser part and the golem pulls.
There stability is basically required – it isn’t like you can evade on top of the crates or while you aren’t facing them.
And not all the classes have got good access to stability. Like, engineers. Only one skill gives it reliably…and for a single second.
It would be like doing a boss that is based on you using CC on him. Nice for the people who have got them, frustrating for all the others.

Warrior Redesign Project

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Posted by: Manuhell.2759

Manuhell.2759

Uh, having more utility skills is basically the engineer’s mechanic, though. I doubt they’ll ever change it that way.

Why do Bombs have Fuse?

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Posted by: Manuhell.2759

Manuhell.2759

And neither the enemies, in our case.

Please Nerf AutoRes of Engi

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Manuhell.2759

Even normal crowd control is fine – as long as you do it before he’s downed.

Please Nerf AutoRes of Engi

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Manuhell.2759

What about using some CC skill before he gets downed or a launch after he’s downed? I mean, you can see him tossing it.
That skill had got quite a bunch of counters. Just learn to play.

When will Warrior have their Elites fixed?

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Manuhell.2759

True…
While the engenier CC you.

Heh, it isn’t like there are other ways to keep them alive. Still, it isn’t like they can’t be avoided – or you could use stability, instead.

What is the Warrior Elite that gives you more trouble to deal?

Dunno, they’re mostly straight buffs.
Apart from Rampage. That is terrible, exactly like any other transformation. I have it on Elixir X as well, so i know how much is bad.

When will Warrior have their Elites fixed?

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Manuhell.2759

example: If you fight one engenier and are skilled enough to put him at -20% life pool, if he use Supply Crate you probably going to lose your advantage because in that point you fight not only the engenier but the also the Turrets he droped. Same with Thief, Guardian, Ranger, Mesmer, Necro.
And there are more powerfull elites than Supply Crate.

Or you may simply destroy those turrets, since they’re weak as paper as far as resistance goes.
Heh, with the huge hitbox they’ve got, a single hundred blades can destroy’em all quite fast.
And by doing that, you’ve nullified like half of the utility of an elite skill with 180s cooldown.

Elixir R

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Manuhell.2759

I take back what I said about the Toss Elixir R. Giving the rest of the profession revives a hard look and really comparing pros and cons of each, the Engineer comes out near the top. I think the one thing I overlooked most was cast time. Other professions are in the range of 3-5s for a revive. We’re at a quick 3/4, ranged, and AOE (albeit a small one you likely won’t get more than one person).

Even if the cast time itself is fast, the effect isn’t instant – it all depends on how much hp the downed person has got. Also, the other skills either are more versatile (the elementalist’s one) or are also signets (so there must be some heavy cost there). Aside from Illusion of Life, that is fast as well, but there is a drawback there too.
Also, it can be countered by control effects (or launch when the target is downed). Well, even a projectile block can work, technically speaking.
They are simply different, just that.

Elixir R itself is still bad to me, but if you need people to stay alive I think it’s definitely worth taking if only for the Toss. I’m not sure what else they could do to Elixir R to make it better, removing the cast time might be enough but man that stun break was nice. I’m thinking Stability would be OP (no stun break so you can’t use it while stunned), though we have no other reliable method of obtaining stability (and this one wouldn’t be AOE) so a short 3s or so could be nice. What else do you think could or should be done for Elixir R itself? Is it fine how it is or would you adjust it somehow that I haven’t thought of?

Dunno. If they want to keep the “R” theme, it could give regeneration or retaliation.

Automated Response Needs Re-Working

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Manuhell.2759

“Hey, there is a heavily specialized build that counters my heavily specialized build, nerf it.”

Super Jump !

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Manuhell.2759

Well, Luthan’s post above said so.

Please buff Elixir U or move the stunbreaker

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Manuhell.2759

Regarding Elixir U…dunno. Maybe they should change it entirely?

As in, removing Quickness?

Well, either they put some drawback different from the ones given by the other quickness skills (but i can’t think of one) or they change it entirely.
Putting quickness without a drawback would be deemed too strong, after all.

Edit: i’ve got an idea, though. What if it gave quickness and a relevant power/condition damage bonus for those 6 seconds, but it locked the recharge of the skills during that time?
A sort of “burst now, pay later” type of skill, since your skills will remain in cooldown longer.

(edited by Manuhell.2759)

Super Jump !

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Manuhell.2759

Ok, it will get surely nerfed now, if you can use it to enter castles. Quite sad, since there was finally some sinergy between gadget that made using them together more useful.

Please buff Elixir U or move the stunbreaker

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Manuhell.2759

2 extra dodge rolls every 24 seconds on top of Vigor and a Sigil of Energy is actually still quite ridiculous, especially if you can slot Runes of the Adventurer in there too.

I think the one thing that would make Elixir R more viable as it is right now would be making it an instant cast. Right now there’s that chugging animation delay, which makes it kinda awkward to use.

Yep, the cast time is exactly why i see it near useless now. Something that has the only use of getting you endurance will be used when you strictly need that endurance…and if you really need to dodge, you probably won’t have the time to use it.
Also, by itself, it is really weak. Thief’s Signet of Agility refills endurance and cures one condition to him and to the allies in the area, has a passive effect (gives precision), has got the same cooldown and it is instant.

Regarding Elixir U…dunno. Maybe they should change it entirely?

Please buff Elixir U or move the stunbreaker

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Manuhell.2759

No. It was not okay with how massively popular Elixir R was as a stunbreak – almost no other stunbreaks were getting play after the nerfs to Elixir S. It’s still a widely used utility, which gets play in all game modes for support oriented builds. I personally prefer a 2nd kit, but it’s highly competitive.

The other stunbreaks weren’t being used simply because they are awful.
Exactly the same reason why almost no one uses Elixir S anymore.
And instead of making them decent enough, they pulled Elixir R at their level. And now the utility itself is useless.

Engi Automated Response is Overpowered.

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Manuhell.2759

How is automated response a build defining trait? It’s a powerful supplement to a build but definitely not a build defining trait. A build defining trait is something like HGH or Elixir Infused Bombs or Static Discharge. People didn’t even touch Automated Response until recently.

I used it even before, but aside that, it is indeed a build defining trait. Cause if you want to use it decently you must spec heavily into vitality and usually also toughness, else your 25% hp will be far too low and you won’t be able to resist being hit with those few hit points without having enough toughness.

Well look at the Warrior “Shrug it off” trait. That trait isn’t useless because even if it activates when you get crappy condis, you still get a 2k heal from it if you spec towards shout heal. Warriors still use the trait, and it definitely gives them a lot more survivability.

“Shrug it off” is a master trait.
And “Vigorous shouts” also affects other shouts beside this one, anyway.

I think you’re so busy trying to prove me wrong, you’re beginning to under sell the power of this class. Of course we have enough blast finisher, what else would you use them for?

Magnetic shield also works as projectile reflect and AoE knockback.
Big Ol’ Bomb, AoE Launch & damage (and it would be difficult to time it with an effect you aren’t actually controlling).
Throw Mine knockbacks and removes a boon.
Rocket Boots is an escape mechanism.
The turrets, well, work as turrets.
And so on.
Being blast finishers isn’t their main use, it is an added bonus.
And since you don’t even control when you’ll have that water field, you would probably waste their other effects.

Even if the trait is not build defining, powerful traits are still put in the Grandmaster slot and a trait that does an AoE 2.5k heal (depending on your healing stat) whilst also doing AoE condi removal whilst also dropping a water field, is what I would rank as a powerful trait.

Except you have no control regarding its activation and the enemy can easily waste it at the beginning of the fight. And then burst you down.
Compare with Vigorous Shouts, that works per every shout casted, whenever the user decides to use a shout, without any cooldown with the trait itself. And thanks to some runes they can heal a condition as well.

Static shield

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Manuhell.2759

Imho, it was a deliberate nerf to pvp bunker builds along with the elixir R stunbreaker removal. Especially since they also shortened both the block duration and the stun.
And stunning more people while retaining the block is useless – you can’t do anything to them while they stunned or you’ll cancel the block anyway. And since bunkers usually are alone protecting a point, that stun becomes basically redundant.

Engi Automated Response is Overpowered.

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Manuhell.2759

Well all the things you say are problems with my suggestion are also problems with the current trait. Also, the fact that the trait I suggested removes two conditions actually gives you more of a chance to survive. Just because it has a cooldown, doesn’t mean it’s bad.

Survive? You would die five seconds later, if you aren’t already dead due to the previous condition burst. And that’s without considering that you’re still taking direct damage anyway, along with the remaining conditions. With the amount of conditions applied, one already has to use some kind of condition removal to try using the trait as it is now. Healing two conditions would help nothing.

Automated response is activated by enemy action, Hidden Flask is activated by enemy action, Self-Regulating Defenses is activated by enemy action, Final Shielding is activated by enemy action. The list could go on.

And how many of those are build-defining, grandmaster traits? You already have to build as a bunker to even try using it successfully. And as now, it gives a constant effect. The enemy may decide its activation, but not when it ends.

And yes, the trait can be tricked into activating (in other words the trait gives the enemy the chance to play smart, this is a good thing)

Sure, for the enemy is good indeed.
For the user, it makes it near useless, especially when the effect is poor like the one you suggest. It would be activated at the start of the fight, when the healing part is useless, and then the enemy can just burst you down.

but if you do that, you’re also giving the engineer the opportunity to heal through all your damage because he now has a free water field.

Because we have soooo many blast finishers to waste just for a bit of healing, right?
That field is usually used by exploding the turret itself because that turret would die in any case – and if you are using the turret is because you need that healing, not because an enemy activated that effect, anyway.

It would be fine as a master trait, maybe. But certainly not as a grandmaster one.

Engi Automated Response is Overpowered.

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Manuhell.2759

How is it a terrible and weak trait?

Cause it has got both a strict activation requirement (25% hp), a long cooldown and a negligible effect. Being a class with medium hp, 25% is quite low. A bunker spec can have at most around 6600 hp at that threshold and to do that we’re sacrificing any damage capability.
So we would have 5 seconds where we are already taking damage from already applied conditions other than the two that have been cured, we are taking direct damage anyway and we can’t do some decent damage cause we lack the means.
It could be fine as a master trait, maybe. But as a grandmaster? Terrible choice.

And why would you want Cleansing burst every 10 seconds when the original is on a 15s cd?

Evasive Arcana can trigger each spell once every 10 seconds, and it can do different effects (thus, it is more versatile). Also, it is directly activated by the player.
Your version for engineers would have just one of the effects, on triple the cooldown, and it would be activated by the enemies’ action. Basically, they would just have to put on some weak conditions and then burst all the others to make it useless. No one would use such a weak grandmaster trait.

Engi Automated Response is Overpowered.

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Manuhell.2759

And as we already said, those suggestions are awful. The first hasn’t even got a clear activation – and if you mean it activates at 25% hp, then is simply a terrible and weak trait.
The second one is a reduced version of an elementalist grandmaster trait, on triple the cooldown. Meh.

Engi Automated Response is Overpowered.

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Manuhell.2759

I have tested it, Condi duration does not matter at all if they are able to cleanse as soon as they get to 25% health. Nothing goes through even if you max out your duration.

The trait itself doesn’t cleanse anything. It works only on conditions applied after the engineer’s hp are below that treshhold. Albeit, there is another minor trait with an 8% chance to convert a condition to a boon. But usually he will need to use some condition removal utility.

And you’re right, I shouldn’t be balancing the game around a 1v1 scenario but this is a game where lots of 1v1 does occur and this trait is a big trump card in that scenario.

The trait is not a “this is my last chance to turn the fight around” type of trait it’s more of a “this is the point where I survive regardless of whether this guy is better than me” type of trait.

Also, “this is the point where if any build with some power comes around, i’m screwed”.

Engi Automated Response is Overpowered.

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Manuhell.2759

Stability ruins control builds. Let’s remove it.

Stability only lasts for a few seconds, so a smart player will either wait it out or use other forms of CC like immob, cripple, chill, blind. Or some classes could even remove stability….

A smart player will not use stability at random as well, though. And while it is up, those skills are useless as well. Also, it doesn’t require you to be near death.

On the other hand, Automated Response LASTS FOREVER as long as you remain at 25% health. There’s no waiting it out, just hoping that you brought a backstab thief to help out.

And 25% hp are very few hp. Even with runes for vit/toughness, traits for vit/toughness and soldier equipment (cause a similar build will also need toughness to resist with such hit points) you have less than 7k. And guess what, he can’t heal until the last moment if he wants to stay alive – going above the 24% hp means certain death, since you are free to condition burst him if he does so.
So, basically, he must spec into vitality just to use a tiny portion of that hp, while doing negligible damage and being extremely vulnerable to power builds.

Oh, sure, it works like a charm versus heavily specced condition builds. That’s exactly the point.

Engi Automated Response is Overpowered.

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Manuhell.2759

^ It is not fun when you are feared over and over (necros can chain it pretty well) this is prolly one of the only builds that directly counters the way the new necro builds/FOTM players are operating there fore it is the last thing that needs nerfed

Obviously that’s the point – they just want to be able to faceroll anyone else.

Engi Automated Response is Overpowered.

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Manuhell.2759

Stability ruins control builds. Let’s remove it.

So, It's Been Released: Thoughts on BotFW?

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Manuhell.2759

Seeing as it is a merchant traveling airship, they may have news of distant lands.

Engi Automated Response is Overpowered.

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Manuhell.2759

Dunno, are you sure it is actually being ignored? There is a trait that gives a sort of regen while using kits, and a bunker build will probably also have elixir-infused bombs, so they’ll get a bit of hp with them. If your normal attack is really low, it may be possible that they simply outheal it.

Regarding the ICD, there is none simply because it would make it completely useless. The activation requirement is already strict enough to make its use feasible only to bunker builds.

Engi Automated Response is Overpowered.

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Manuhell.2759

So you suggest we should instead get a reduced version of an elementalist grandmaster trait on triple the cooldown?
Oh, that sure would be fine, right.

It is an extremely specialized trait with a strict activation requirement that can be decently used only by bunker builds. Stop whining.

Engi Automated Response is Overpowered.

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Manuhell.2759

Engineers have no reliable access on protection, though, aside from a couple major traits (3 seconds of protection on being critted on 20s cooldown and 3s protection when disabled on 5s cooldown).
Also, as i already said above, to stay alive with those few hit points you will likely have to spec with soldier equipment and you will deal negligible damage. It will work fine versus condition builds cause you will be able to bear them, but it won’t do anything versus power ones.
So, basically, just ask any power-based build to take care of a similar opponent. It is a team-based mode, after all.

Engi Automated Response is Overpowered.

in PvP

Posted by: Manuhell.2759

Manuhell.2759

Engi can out heal all damage as long as it has this trait. I have often faced un-killable engineers that could not be conditioned and used boon spamming to stay at 25% hp. Eventually their aoe does enough damage for them to outlast any non bunkers.

A similar engineer would be specced 10/0/30/30/0. Because to stay alive below that threshold he would have to get both toughness and vitality, so soldier’s equipment and related runes. A similar bunker hits like a wet noodle (and bombs are easily avoidable, either way).

Napalm Specialist?

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

I’m not sure it is that good as a grandmaster trait, though. Not just for the effectiveness, but because all the other “increase -particular condition- duration by 33% are major adept traits”.The only exception being necromancer, that in the same tree can get at adept major a 20% bleeding duration increase and with grandmaster a condition duration increase on conditions caused by scepter.
While it is true that burning is quite a good condition, putting it at grandmaster seems a bit lackluster. They should either give it a comparatively major increase (like, 50% instead of 33%) or putting some additional effect (dunno, a couple stacks of torment everytime you inflict burning? -insert trollface here-).