Definitely. At the very least let us spectate tournies in progress.
I would think it’s working as intended. That the KR on tool kit gives the super speed buff only rather than activating the skill itself therefore you don’t get the bonus of the stunbreaker. The stunbreaker and buff are separate from one another.
Blind hasn’t changed at all, why there is such a huge issue with it all of a sudden is surprising to me. (The patch notes about not having it removed by swinging at thin air has always been the case for most parts and has just been updated to never occur by accident.) Also blind shuts down all classes equally more or less and it only blocks 1 attack.
Most thief blinds activate only in melee range and can continue to apply if you don’t move away.
Don’t stand near plague form obviously.
Don’t waist critical skills when you’re blinded, notice that blind also affects the boarders of your screen to let you know that you’re blind.
And as a warrior, try a ranged weapon so 1. you can remove blinds at range 2. you will be less likely to be blinded by thieves or plague form.
Lastly, the idea behind the combat system is that certain builds will counter some while be weaker against others etc. So a full blind thief build will have an advantage against a melee warrior in most situations, but that thief will be venerable to condition orientated builds from others. It’s best not to try and solo a build that counters yours, pvp is a team game.
i am…
rocket man.
Hey this looks like Teldo’s build. But elixir r is no longer a stunbreaker so you may need to reconsider that for pvp.
I wouldn’t open up with incendiary ammo unless you cast it a good portion before getting to a point to fight and getting the most out of it’s cooldown (like you already do). Load them up with conditions from pistol 2&3 + bomb kit and try and force their hand to use their condition removal skill before popping I.A. imo to get the most out of it. And I wouldn’t waist it on bunker’s either…
FT #1’s damage is pretty rubbish overall, namely because it’s only the last hit that causes burning but only for 1s (there are a lot of variables in pvp that could see you not even get that far through the channeling) but if you don’t want to get into the middle of a fight and still hit everyone it can be useful. It’s 3-5 skills are why it’s more useful while #2 can load up some decent dps from time to time.
Bomb kit is your dps friend and obviously the easiest way to connect it is in tandem with bomb #5 for the immobilise. I often run sigil of hydromancy when running bomb kit to help it connect. Maybe give it a shot.
If you’re going to stick with elixir r, remember that it’s also a condition removal tool.
Dear OP, you play necro?… which is one of the hardest classes for a condition engineer to beat (not just HGH, but all condition builds). Honestly Plague Sig + Fear = dead engi. It is that easy. Condition orientated necro’s shouldn’t actually have any trouble.
Yeah definite shame about elixir r if this is all true, though mostly nice improvements. I might have considered switching to rocket boots, but it’s no longer a stun breaker too… guess it back to elixir s for easy stomps.
Or just let items stack in the pvp locker as they do in your bank… either way I agree with the sentiment.
Warriors aren’t completely useless, they are situational. As ostrich pointed out, they have the ability to dish out extreme amounts of damage even when not spec’ed fully zerk. So the question becomes how much they need to be buffed and in which areas.
I honestly think it’s just a matter of fact of a some shorter cooldowns on utilities and better condition removal. Also capitalising on boon hate as a distinct class mechanic.
And I think that a lot also comes down to player knowledge. I’m seeing a lot more War’s in tpvp nowadays than there were a number of months ago and the overall strength of their builds is getting better. Personally I think a big mistake many warriors run is 2 melee weapons because it offers the highest damage output, but always sitting on the frontlines is generally suicide. LB adrenaline lvl3 is not capitalised upon nearly enough.
I hereby start a petition for a new completely underwater Quaggan themed map whereby we can fight throughout a Quaggan city amongst the “CooOOoo’s” and “OooOOoo’s”. A resident Quaggan announcer is a must.
Yep pretty meaningless in tpvp. Bunkers will usually get less points throughout the match as opposed to roamers etc. but that doesn’t mean that their role within the team is any less valuable.
In hotjoin it does constitute how much glory you get though… But who cares really.
Yet everyone liked the old unreal tournament guy – “OVERKILL!”. I like the announcer at least, I’d miss the playing field updates otherwise.
I’m quite certain that when you are auto balanced, you get the win bonus as well as extra glory for being balanced out.
I think downstate is great as it has helped remove the need for healers. It allows coordinated teams to essentially ‘heal’ their teammates and get them back into the action. Of course it’s a little more messy in hotjoin or soloq.
But yes, some classes are clearly superior (ranger #3 comes to mind more so than stealth skills) and balancing would be good.
Character select is right after login…
I don’t think warriors are hard to play at all, their class mechanic is extremely straight forward. They have some of the highest damage potential however that comes without much sustain. In hotjoin’s most seem to run zerk warriors which is ridiculous as they are basically free kills (this doesn’t translate them into a class that is hard to play, just silly decisions build wise). Many tpvp warriors who run more on the defensive side are actually quite competent, more so in team situations with access to cc skills.
But yes, necro has the highest skillcap and a great necro can kitten most.
So how do you tell between purposeful dodges and lucky ones?
Dodging is fine. Don’t get trigger happy with your bursts.
Ababmer, go jump in WvW. Seems to have what you want, you can go kill low levels with subpar equipment very easily for an ego boost.
On the other hand s(tructured)PvP is about an equal playing field for all players from the getgo – that is what makes it an excellent base for pvp design.
To crush your enemies!
http://www.youtube.com/watch?v=6PQ6335puOc
The Great Conan has spoken!
I scored tier 7 “Master of Overkill” achievement with my BOB – 300,000+ dmg.
Must be an exploit. Hope ANET gets onto this asap.
Grenades are slow moving and easy to dodge unless you let the engi get right on top of you. HGH is not actually that brilliant by itself, it’s a pressure build firstly and requires your concentration on their team mates while the engi kills from afar. Of course, if you’re playing a bunker guardian it’s going to beat you because you have next to no ability to retaliate or out condition removal, you can only tank and the conditions will eventually kill you. The other part of the bunker idea to to stand in the point in fairly obvious locations, therefore it’s going to be easy to chuck nades at you. Also, HGH engi’s will try to get the higher ground and rain nades on you. You just need to watch out for that and focus fire. Most HGH build have no Toughness at all and rely on their self boons which are able to be removed, might usually being the first to go due to stacking order.
HGH is the direct counter to bunker’s. You won’t win with a support build obviously so don’t stand still and try to take it. Call target and get your team mates to deal with the engi quickly.
Nice, I approve of the tool kit. I’ve been running a turret build as well for the last couple of months in pvp and a little wvw. I switched out from 3 turrets to 2 turrets plus the tool kit a few weeks ago and it makes it much more effective. Magnet can especially lead to some nice combos.
Though you use rifle and flame a lot which are perhaps I find to be the most ineffective turrets, just because they have the shortest cooldown doesn’t outweigh that I don’t find. The rifles overall damage output is negligible and while the flame turret can be effective, because of it’s short range and kiting around it, it tends to go down very fast to both aoe and weapon swings.
Could I just get a quick answer if anyone knows. In a recent match, players were changing teams midmatch to the winning team. Does that player receive a “win” status and glory for that match if the team they changed to wins?
If they do, I would suggest that they don’t to deter this type of behavior.
If getting sunk while downed and your character hits the seabed, that character can no longer move about as if they were downed while on land. Therefore you cannot swim to the surface. Happened twice during a spvp match on Capricorn over the point.
ANET doesn’t create builds, you do. Go play with traits and who knows what you might come up with. That’s how every single build prior has been created. Stop waiting for someone else to tell you how to play your class…
Perhaps we could see something like this in the future for the pvp trait window. Such as a drop down menu that would allow us to save trait allocations and change between them quickly while sitting in HoTM. Even more so useful would be for this to save equipment and utilities also, so it would both save a lot of time and stop our little bags getting full of different armour and weapon combinations.
Nothing necessary of course, but it would be a nice addition.
Yeah as Rayn says, engi is not a burst class if that’s what you’re looking for. It’s more of a sustained damage or conditions. Static discharge is the closest it gets to burst, but it does not compete with what some other classes are capable of, mesmer as you mentioned your interest in does have more options for burst roles with higher damage output. Just roll one of each for a few matches and see what you think yourself.
^ No one should have the right to discriminate against players based on rank. I really think everyone should just get over themselves with regards to playing with low ranks. Also most of the screenshots above seem to indicate that the entire team lost because, low and behold, a rank 1 joined their pug. Unfortunately, those teams would have probably lost regardless.
You want to play with only r50 and above, don’t enter by yourself. If you’re worried so much about your leaderboard rank and want to always win, play with premades whom you trust to pull you through.
Seriously, the general idea behind GW2’s matchmaking is pretty much identical to most online competitive games. You join a server, and if you do so by yourself it’s up to the luck of the draw of who you are playing with.
Solo que’s don’t just discriminate against low level players, but players of all levels as it places ranks together based on an average of rank meaning that high level players can struggle to get into games too because they are too far outside the median.
I think the whole problem stems from the fact that you can join tournies solo. But that at the moment that sort of thing is needed because the mists prep area is split between servers so players cannot interact and form proper teams beforehand. Really what should be done is to add a new waypoint in the mists to go to an exclusive prep area for tounies whereby everyone in NA or EU servers are able to interact with each other character to character (the whole mists should have been like that anyway).
No one’s looking at your weapon skin while you’re fighting them anyway.
This rune has been bugged since launch I’m quite sure. The 4th effect (Leech boon upon using a heal skill) will not trigger after your character’s death and you have reloaded to a waypoint. The only way for the boon to trigger on heal again is to remove 3 pieces of armour and reequip them. I assume this is also effecting the 6th bonus.
A further note: stacking sigils such as Sigil of Perception etc. will not stack after death until you have reequipped the armour too.
(edited by Neare.9703)
I’m all for giving players more options but I wouldn’t want this in the tourney rotation. I play mmo’s and not mobas for a reason. I’m not a fan of pve mob farming in pvp. Foefire and Forest have enough for me already.
I would be perfectly okay with them adding something like this in hotjoins or custom arenas though. That way I could opt out if I wanted.
Yeah I do agree with you, I did see it as a separate mode all together from current pvp so that the two different modes would not be on the same rotation.
I believe there could be a lot of potential in doing pvp maps in the format of DOTA, League of Legends etc. Clearly the format is currently implemented in the most popular esport game/s and as of yet has not been tried to my knowledge in a 3rd person perspective, offering many new opportunities. I’m sure most people could imagine how it would work already but I’ll write a little overview.
It could follow the format of having NPC’s moving from the team’s homebase to the opposing team’s either in a single pathway or multiple. They would be lvl80 npc’s and move in small waves periodically and each team would have npc’s of identical strength. The goal would be to eventually push the opposing team’s frontline back to their base and finally kill their lord.
Player respawn would be on a timer as it currently stands in most pvp matches.
It could also involve multiple map layouts and designs. Including different race’s battles to complement Guild Wars’ lore.
Possibly to prevent a team from gaining too much ground to quickly, you could have silver level veterans with a myriad of CC ability at intervals along the path on each team’s side. Therefore encouraging the team to deal with them before pressing onward.
Map specific special features could be added such as exchanging the points your team has earned through kills or other feats for buff’s such as an extra npc wave, short-term team-wide player buffs or environmental weapons/utilities.
I understand that ANET has encouraged the point capture style mode to force players into combat with one another. This format would also do the same as avoiding combat would have the enemy gradually push forward causing an eventual loss.
It would create a better esport environment as it could create situations whereby a team completely turns around the match in a short amount of time. The matches would also last longer and give more focus to the players role.
We would see new builds being using in pvp such as those that concentrate on team support through healing and buffs to give the npc’s an advantage. Greatly increasing play type diversity and better encouraging team play.
The mode would suit larger teams of 5v5 to 8v8 and 10v10 as the maps would also be larger. It would also provide a perfect opportunity to explore the eventual GvG pvp.
Overall this pvp mode would be much more dynamic, also gaining interest of people who prefer this type of gameplay perhaps bring new people into the player base.
One criticism would be that it’s not entirely original, but neither is conquest. I don’t believe that valuing originality should stop one from implementing something that could be incredibly enjoyable and successful.
Elixir R wastes alot possible power taking one skill slot. Our downed is in beta phase as is rangers. Anet somehow forgot this?
As opposed to what other stunbreaker? it’s not bad to carry at all.
^ Yeah, the animation casting time on each of the skills are also some of the longest in the game. Engi downstate basically means you’re dead. The best option is to run elixir r as much as possible
The monsters are lvl82, as in they will kitten you in large numbers like the drake’s do. I’m also pretty sure the veteran karka’s are supposed to be a team effort.
Well I got the massive damage joke.
Currently I’m playing with elixir gun, tool kit & elixir b in wvw (pistol/shield HGH variant). I’ve never had any real problem with crit thief’s so far in wvw 1v1, comes down to timing. 2 thief’s at once however are incredibly difficult. The lack of a stun breaker doesn’t help, but the idea I run with is to pop my defensive skills before they actually hit me (shield skills or toolkit shield). Supply crate is obviously useful to interrupt or for the net turret.
But the Thumper turret is awesome.
This thread has turned into an absolute whine. People going on against might stacking being “OP” seem to be dissatisfied because their current build cannot defeat another specific build. But that’s generally how these games work, some builds are better against other types. Maybe before having a go at engi/mes/ele/theif/guard/necro/warrior?/ranger consider that your build is not suited to fight all types of opponents. Stop calling for nerfs to everyone else in the hope that your build will be able to walk over everything. Or maybe your current build just sucks. Do what the engi community does, get creative.
I want giant deadly pincers!
Absolutely think this is a great idea. The one issue that it would create it the competition for people wanting to use the practice dummies and class combatants. But that’s an easy enough fix if you do an instance area for those.
Counter Strike or DOTA don’t have progression. How many years have people been playing that? Crazy that people play games because they might enjoy them huh…
That’s actually an AOE burn if you look at grenades which the HGH engi uses… So once again?
No grenades cause burn. There is bleeding 3 stacks, blind, chill & poison aoe. Burn likely comes from t1 power trait that gives 4 seconds burning on critical once every 10s. Therefore it only affects 1 target.
HGH burn is about 600dmg a second (2400 every 10s). Bomb kit has an aoe burn however? And again just avoid getting hit as much as possible – grenades aren’t auto-target, their aoe is small and their projectile speed is slow. They can also be reflected…
Anyway Guardian is potentially more efficient at burning than engi. Just run purging flames on point against HGH and see what happens. I think most people forget that you can still swap out skills mid-match outside of combat. “Drive to the conditions” – literally.
HGH’s engi’s are still only hitting for 350-400dmg per hit with around 20 stacks (difficult to get more without non-pvp runes such as altruism). It’s not a lot of damage, and their burst pistol poison shot will hit around 2k. A perfect grenade volley will be up around 900-1300 with crits and the toolbelt version around 2500-4000 once every 30s. But you also have to take into consideration that grenades are the one of the hardest things to aim properly and are really easy to dodge unless you’re immobile or a thief trying to hide in a refuge.
So as far as damage output goes, it’s not actually a lot in comparison to most other classes. Tips to fight against HGH is sufficient condition management (which you really should always have), don’t let the engi get into melee range unless you feel tanky or on top of you otherwise your hitbox absorbs all the grenades and if they are bombarding a point from afar don’t stand still. The AOE size is around 1/3rd the size of a point, at range just move out of the way of the projectiles and they won’t be able to hit you (don’t even need to dodge).
I use this and notice that it only knocks back 50% of the time and that is not to do with things such as stability. Often when putting a turret down and it immediately gets destroyed or detonated, the knock back will not occur.
I’ve noticed this, most of the time it knock backs. However, every now and then the trait doesn’t click in. Perhaps because it’s being detonated to quickly after deployment?
Yeah hit up 5v5. Don’t go into 10v10 servers expecting many 1v1 scenarios… Counter zerg with zerg.