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Engineer Rifle

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Since the engineer can have so many different sets of abilities, you will be extremely hard-pressed to find a single weapon set or kit that is just a straightforward general purpose dps weapon like most professions use as their PvE staple.

Warrior rifle is as simplistic as the profession itself: it just shoots people. You can shoot people and bleed them, shoot people several times quickly, shoot people with a powerful shot, etc. The engineer version is a kitten ring weapon, featuring decent melee AoE, decent ranged auto, amazing mid-range single target control, and a short movement skill.

But yeah, if you like the warrior version, that’s cool.

/resign

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

The only problem with a /resign is how often it would be used.

I think it would need to operate on a “voting” system, maybe requiring at least 3 out of 5 players to choose to resign before anyone actually gets ported back to the mists.

That said, I think it would be a wonderful idea, although it might get discouraging to actually see how many matches are never in question. A dedicated solo queue would be better.

[PIC] 22,215 damage. Thief FUN!!

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Thieves weren’t designed very thoughtfully and can be frustrating, but huge damage is not the be-all end-all. Engineers can duel them pretty well.

I’m assuming you’re in exotics—do you have toughness on your gear/traits? I’d recommend taking Protection Injection and maybe Protective shield or stabilized armor, since backstab thieves usually open with basilisk venom.

I don’t want to be “that guy” but with two traits and a slight gear change, you could probably cut those numbers by half, or more than half.

That combo (steal/C&D/Backstab) is very easy to execute but does require the thief to begin out of stealth and behind you. The best defense against glass cannon thieves is to see them before they attack you. I noticed you were attacking some mobs right before you got ganked…

Bomb fuse too long?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

The range of bombs will appear to be lower than a dagger, but that’s because bombs are a circle AoE. In other words, the radius is 120 (in all directions) compared to a range of 130 for melee weapons; so it’s not actually smaller.

It is definitely difficult to get bombs to hit in PvP. One option is to sit on a point and hope the enemy sits in melee range. This will work if you’re fighting a bad team, and then they’ll come to the PvP forum and say bombkit is OP (literally not joking).

I recommend baiting people. If you are fighting a thief/guard/warrior/melee ranger/ele/engi, maybe open the fight with elixir gun auto (seriously—if you’re not using EG in a condi build right now, start using it) and then acid bomb away when they get close—making them think you want to stay at range. Turning your back to an enemy can even be helpful. If you turn your back to a thief, they won’t be able to resist—their instincts will kick in and they will 2 toward you. Dodge, of course. If you have time, prep the area you are baiting with bomb #2 or #3. When they are really close, use BoB followed immediately by glue bomb.

You signed up for the engineer profession—you now must work twice as hard as anyone else to land your damage. But when you get good at landing it, you’ll be near unstoppable.

Kits as weapons vs. Kits as utilities

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Grenades are balanced around steel-packed powder and grenadier, so of course, grenades can’t be even decent without those traits or they would be horribly OP with them. (Devs—this is not a request to nerf the only two traits making grenades viable.) This unfortunately cannot change without major overhauls, which seems to mean merciless nerf (“Hey engineers! How do you like the new kit refinement we worked so hard to create?”)

The best thing about kits in my opinion is that you can always choose your auto-attack. You literally never have to do a single auto-attack that you don’t want to use: if you’re a rifle user, hip shot is permanently available to you, as are the autos of whatever kits you have equipped, which may be better or worse than hip shot depending on the situation. That’s where most of the “versatility” or “utility” comes from in my opinion.

Self-regulating defenses!

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Invulnerability is almost always a good thing. The nerf was huge, but I might still want the trait in a couple of situations. It’s good in WvW because 3 seconds is often enough to get somewhere that you can be easily rezzed. Don’t know about PvE. In PvP, it’s not very useful any more.

Dont forget to nerf bomb engi

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Otherwise, find a build that can beat said engi 1v1 on another class. I’m sure there are plenty given that he’ll have no stunbreak…

Ranged dps also does the trick, so phantasm mesmer, some ranger builds, and standard necro all stack up pretty well in a 1v1 against a bombkit/bunker engineer.

Please tell me what “precious knockback” the thief should have used to kick him out the elixir?

Doesn’t need one; poison+dps should do the trick if he’s wearing zerker’s.

This thread is now too much of a joke to actually give opinions on balance, but I can at least throw in some much-needed missing info here and there. I do find bombkit engineers to be pretty good vs. d/p thieves, which is what everyone in this thread seems to be?

Dont forget to nerf bomb engi

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Serious question—what exactly about bomb engineers suddenly became good? I haven’t played for a couple months but can’t find any buffs to bombkit or engineer bunkers in general (quite the opposite—the elixir R and S nerfs were both massive).

Last time I played (early May), bomb/bunker engineers were a niche build that was kind of laughed at by any toon with ranged dps, which is all of them. Then they were nerfed. What happened?

Opinions/Comments on my skill set

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I love all kit builds, especially bomb/tool/EG. Can’t speak to dungeons for in WvW you’ll need friends, as this is essentially a support build. Are you using all cleric’s?

Sorry for the slow reply work has been busy lately, have not had time to get on. Yes i use full Cleric with this, the trinkets also. I don’t know if that was best but i went with it! It works okay as a whole i just wondered if i made any mistakes or there is improvements to be made with it

Use some soldier’s with the cleric’s, at least for WvW. Again, dungeons are not my forte.

With a build like this you can be a very competent zerg supporter with super elixir, fumigate, etc. Or, run in a small group and cc people while your friends kill them. I don’t think it will be very effective for much else, but it is super fun.

Where am I wrong? (Build Advice)

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Hmm. I’m having a hard time understanding your kit/trait choices—you have juggernaut but you don’t use flamethrower? I’m sure I’m missing something.

Your health pool is very small compared to your toughness. Essentially, your “effective health pool” isn’t very high despite the high armor value. My recommendation would be to put more points into the alchemy line at the expense of your firearms line (you only have two pistol skills with cooldowns and you don’t use flamethrower, so…those traits aren’t helping you). You have more than enough condition damage and precision already, and alchemy traits are incredible. You could also grab some condi/tough/vit ascended trinkets.

I love 3-kit builds but they’re an interesting animal. If you do a 3-kit build, you definitely want elixir gun as your third. Expect to practice with a 3-kit build for a long, long time before you start dominating with it.

You might want to try dual pistols since you’re low on burn application. The shield is so much fun but condition builds need burning, period. Also, glue shot will land clutch grenades for you.

Engineer is far more difficult to create your own build with than the other seven professions. There are a dizzying number of choices and a single utility change will re-arrange your entire playstyle. But there’s nothing more rewarding.

Dont forget to nerf bomb engi

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Wait, people can actually play bomb engies successfully now? I need to stop ghosting the forums and play a few rounds, sounds like the game is getting better.

Yeh its very strong going far point in stealth and beating all but necros in a 1v1. 1v2 = np – stealth and run off

That’s great news. A couple months ago, engineers had probably four of the top five most fun non-viable builds. It’s great to hear that they are becoming usable.

To be successful on Skyhammer

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Well I’m having fun ghosting the forums today—I’ll sum up the next 15-20 posts before they happen:

Magnet is a 1.25 second cast that creates a yellow ribbon between the engineer and you.

“Just run a bunker” with no condition removal or healing (outside of dedicated healing skill, of course) or stability or stunbreaks…

I saw someone running a static discharge build once, so they’re pretty much FOTM.

Skyhammer: Designed for necros and engineers

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

This thread could have just as easily been entitled “Skyhammer designed against necros and engineers” because neither profession really has stability (okay, niche necro builds kind of do).

Dont forget to nerf bomb engi

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Wait, people can actually play bomb engies successfully now? I need to stop ghosting the forums and play a few rounds, sounds like the game is getting better.

Opinions/Comments on my skill set

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I love all kit builds, especially bomb/tool/EG. Can’t speak to dungeons for in WvW you’ll need friends, as this is essentially a support build. Are you using all cleric’s?

How to make turrets viable again

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

How about giving turrets boons?
Protection, retaliation, and regeneration?
And reducing their cooldown by 50%?
Oh wait, that would be phantasms.

No no, phantasms scale with stats and don’t require a utility slot.

To be fair, engineers are great. Just not turrets.

FT kit skills could use improvement.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

They used to be good, back in beta! But they were too good and flamethrower engineers ruled PvP (I’m not joking). Since then, if memory serves, literally every skill on the flamethrower has been changed in some way.

And that is why major changes made right at release are generally a bad idea.

It has changed considerably, however right now I feel like a standard ft/eg build is more than viable for any game mode. Granted none of the ft’s skills changed this last patch, but the trait changes and the animation changes for rifle’s jump shot as well as the rocket boots change has made me such a stick and move type of player that I can’t really see myself going back to nades. The only time I really would use nades now is if I want to zerg and stand in the back and lob nades and die from retal heh. I guess what I am getting at is, yeah a ft build won’t compare to a nade build in terms of raw damage…but ft is still in a fantastic spot right now and is more than capable of putting out some respectable burst dmg. when using your combos.

Sorry, I didn’t mean to imply that the flamethrower is bad now. I just meant that the entire kit as we know it was basically created in a couple of patches, and it showed for a while. Over the last year it has definitely been refined.

The "In charge" engi

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

You could try a cc engineer! They don’t kill stuff as easily as condition engineers do in WvW but they’re fun in groups and they can really lock people down. They’re also very flexible. All you need is a rifle, probably the toolkit, and your choice of either even more cc, damage, or support as your last two utility slots.

FT kit skills could use improvement.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

They used to be good, back in beta! But they were too good and flamethrower engineers ruled PvP (I’m not joking). Since then, if memory serves, literally every skill on the flamethrower has been changed in some way.

And that is why major changes made right at release are generally a bad idea.

engies and their lack of melee

in Guild Wars 2 Discussion

Posted by: NevirSayDie.6235

NevirSayDie.6235

I used to suggest that engi get dual shield. Think of the awesomeness.

I would play any character with dual shields, even if they were useless.

On the original post: the toolkit has a melee auto and one other melee skill, and it’s a good PvP kit, but it’s completely different from melee weaponsets of other professions.

Bomb kit is used in melee range, but is again very different.

Engineers are extremely effective in melee range. They just don’t have a melee weaponset. This subtle difference often confuses the unintellig—I mean non-engineers.

Condition transfer Order?

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

To the best of my knowledge, conditions have always been removed/transferred on a last in, first out rule. In other words, if you get hit with poison, then burning, you would remove burning with your condi remove.

Most grenades inflict vulnerability and another condition at the same time (with a 25pt trait) so it’s possible that those could be random—I’ve never tested.

Condition removal can appear to favor certain conditions because certain conditions are always being re-applied. For example, bleeding is often the last stack updated in a fight because it’s applied easily, so it’s often the first to go. Poison is often “covered” strategically by your opponent.

http://wiki.guildwars2.com/wiki/Condition

God's TPvP Profession Breakdown

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’ve been away for a bit so I don’t know what to say about the engineer. Just a couple months ago, shield and elixir R were both rather uncommon choices so I’m surprised that they suddenly became so important. When I get a chance to play again I’ll be interested to see how things feel.

Honestly, it might be kind of nice for the engineer to be hipster again…HGH nades was a poor reflection of how fun engineers are, so maybe it’s finally fading out? Hopefully I’ll get some time to play soon and see if the good old rifle kit bunker is still viable.

Engineer will be replaced by necro

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I believe the statement about necros being more survivable than engies was made in reference to the original point of the thread—a comparison of each profession’s standard condition-overload build. Probably true, as both builds are essentially glass cannon AoE with no escapes or blocks, but the necro has more CC and death shroud. Again, this is comparing HGH nades with glass necro—engineer can of course build for CC and blocks, but that build needs to be compared to a bunker guardian.

Automated Response Needs Re-Working

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Traits like this are the only thing that might possibly allow necros to remain so strong. If Anet nerfs counters to conditions, they are forced to nerf conditions. The OP is basically asking for a nerf to himself.

Badges of (Dis)honor

in Suggestions

Posted by: NevirSayDie.6235

NevirSayDie.6235

Jumping puzzles are just as much PvP as tagging a few poor roamers in the path of your zerg or leveling a supply camp in a couple seconds with a ten-man roaming group. None of those have anything to do with PvP—they’re all basically task-based actions that don’t involve opposition from other players.

While badges can sometimes be earned by fighting other players, they are just as often (or more) gained by performing routine PvE tasks such as tagging, jumping, and destroying objects. I’m not saying there shouldn’t be a reward solely for fighting other players, but badges of honor are definitely not that. And it certainly wouldn’t make sense to make a new currency like that and require it for a PvE weapon skin.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: NevirSayDie.6235

NevirSayDie.6235

This is why GW2 needs a learning curve. There’s no real way for a new player to fight other new players.

Making hard-to-play-builds viable

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Engineers used to have other builds. Most experienced engineer players are still valiantly trying to make non-cheese builds work.

Hotfix an engineer bug!

in Suggestions

Posted by: NevirSayDie.6235

NevirSayDie.6235

Nice work! That was really fast.

New Server Matchups Was Worst Idea Ever

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

Just pointing out, this idea was pushed for by players, not Anet.

Good Idea ANET but....

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m not disagreeing that some matchups are out of balance, but we should be accurate. This was never Anet’s idea, this was something that was suggested, pushed for, and demanded by players. So, good job us.

In theory, it’s still a good idea but needs some tweaking. Servers that would naturally be three tiers apart probably shouldn’t be allowed to face each other.

Supply Crate, aka the Movable Fortress

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I rather explicitly stated that the CC wasn’t the issue here, multiple times…

Just sayin’.

The CC is what makes it strong. The healing is a nice bonus, but if I had to choose between the bandages and the stun, I’d take the stun. Although if I had to choose, I’d probably wonder if it were really worth the slot anymore. Which is saying something, because the other two elites are absolutely worthless.

It’s a strong skill that’s meant to be strong because it’s elite. It wins 1v1s when used at a good time (i.e. after the engineer has baited out most of your cooldowns). If you go into a 1v1 and blow your most important defensive cooldown, such as shadowstep, renewed focus, mist form, etc, you’ll lose because you won’t be able to get out when you need it.

Alternatively, you could just dodge, as it’s a 1second cast with a kind of unique animation. It can’t be cast from stealth like Moa because, well, there’s a crate.

Supply Crate, aka the Movable Fortress

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

lol, I just did what the OP is talking about. I just re-capped a Sentry outside of our Keep in our BL, and a thief came up to see what’s what. I dropped the crate on him. Flame blast, net, magnet, pry bar, acid bomb. No more thief.

Do I feel guilty?

Hahahahahahaahahahahahahahaahahahahaahahahahah

His fault, not supply crate’s. If a thief doesn’t shadowstep out of a supply crate he probably only really has experience with killing upleveled rangers.

Voz's Bunker Spec: A Guide to Immortality

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Hmmmm… only thing I’m not digging about this build is the med kit. Losing that extra heal at 25% life (since medkit puts it into the toolbelt slot) is something I’m not yet willing to get rid of as a bunker, but some great ideas in there.

You actually get the toolbelt heal back on the medkit at 25% as well!

New WvW match up system

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m on SBI (should have moved to T5 this week) and we got Mag and DB (T3 and T2…)

So yes, we’re getting destroyed, but it’s still fun anyway. Had a couple of good duels earlier, a fun desperate keep defense (unsuccessful), etc. It’s not like first, second, and third are ever really in doubt, especially not after Monday or so.

That said, there is a point where the numbers disparity is just too great. I know the goal was to shake up some stale matchups, but maybe we can do that without the #13 server facing off against #5. That’s a massive difference.

5/31 DragonWagon/Magummybears/SBI

in Match-ups

Posted by: NevirSayDie.6235

NevirSayDie.6235

You might get some fights if you move 100 people off of the spawn and let those 15 pieces of siege decay, just sayin.

But that would require a small shred of honor.

State of the mesmer.

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Its amazing that in the pvp forum we find QQing about how horrible mesmers are.

We aren’t horrible, we aren’t underpowered, we’re just broken like most other classes. We’ve taken this topic to this subforum because there are actual devs in here, unlike the class forums. Which you would have noticed if you had read the op.

With all due respect, play a warrior and engineer if you want to see some really broken mechanics.

And those mechanics get broken every single patch right? The day before a patch something is working and then the day of the patch its broken with no mention on fixing it and then never fixed in subsequent patches right? Oh wait that’s not how it is for you… Engineer had a bug fixed that hampered them because of the patch just yesterday….

I usually don’t bite, but you need to know that the engineer bug that was hotfixed was the one that made a skill more powerful by mistake (glue bomb). The negative bug created last patch, which makes minefield broken in addition to subpar, is still in the game.

I’m not disagreeing with Anet’s fix priority—it was probably the right order to address the issues in. All I’m saying is, you can stop assuming that your profession is always hurt and other professions are always helped. It’s incorrect.

Edit: looks like minefield has now been addressed as well, sorry about that. Point remains.

(edited by NevirSayDie.6235)

EUREKA! I fixed wvw, ur all welcome (Serious)

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

At the moment, capping red is just too tempting for any green or blue server to resist—why attack a guarded keep when you could take an empty one?

Anet could change rewards systems to discourage ganging up on the weakest server. Outmanned buff scales up to 400% WxP depending on how badly you’re outmanned. Introduce a coward debuff that scales down to 50% WxP depending on how badly you outman the enemy.

Of course, this

The only way to fix WvWvW is to make each side only have the same number of people in a map at the same time. Then no more cries about coverage. Then no more cries about zerg. Then no more cries about oceanic having 90 more people on 4 maps. Same number of troops, plain and simple. Low and behold, the server with better orginization, makeup and tactics will win. Sounds unbelievable right?

You would think it would be a no brainer, maybe let each side only have 3-5 more then other till more join. Almost like FPS, Capture the flags, balancing like most Team Fortress 2 matches. LEGASP.

Now, you may begin your “No.” posts, or learn to recruit, or some crap that your super guild of 15 kittenes likes to fight 40 people. Frankly, this is the only way to truely balance it, let each side field same number of people. Im going to bet most of the band-wagon types will be totally against it, as well as anyone consistently zerging the pants off of servers.

Imagine the server who plays better actually winning instead of the server with more coverage?

…would be much better, if Anet could be convinced.

5/31 DragonWagon/Magummybears/SBI

in Match-ups

Posted by: NevirSayDie.6235

NevirSayDie.6235

What’s your most hilarious story of reset night? Mine is:

Solo roaming like I always do—in my own BL because I saw we only had two towers and a camp there. Tried to flip a few camps, but they were all being guarded. After a bit I saw that the quaggan island had just come up, so I headed there, killed the krait, and started capping. I got excited when I saw two DB come up out of the water—a chance to test my skills vs. DB’s roamers!

…and then another ten DB came up behind them and they all chased me to the bottom of the lake and killed me. The end.

Wait, except then about fifteen minutes later I capped the quaggs again and ten Mags came. That time I actually finished the cap first, though

tl;dr why would anyone in any tier send 10+ people to flip quaggans?

Its time to play Whack-a-mole.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m not a QQer, but in some ways I actually agree with the OP. There are a few things about engineers that simply need huge, unmitigated buffs/fixes/changes—for example, gadgets need traits (plural) and turrets need targeting (yay! I immobilized another mesmer clone…)

That said, engineer is already pretty strong in all three areas of the game. Engineer is also very difficult to learn and extremely unforgiving, and all the things that new players expect to use when they make an engineer (i.e. turrets) are bad.

So in a way, I do wish the devs would play a little whack-a-mole. That’s against their philosophy, so they won’t. One or two individual turrets will be slightly buffed every other patch or so over the next 1-4 years until the devs add basic AI targeting to them, at which point they’ll probably become OP after all of those buffs. Gadgets might get some weird experiments done on them, but for a long time won’t see more than a few cooldown reductions and maybe some passive effects.

Minefield Broken.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

The bug compilation thread hasn’t been updated in a few months. So think it is time for a new thread. I’m considering making another thread but it is a lot of work. They fixed some of the bugs on there and added some new ones. So we need a new one tried contacting the guy as he requested if someone wanted to take over but haven’t heard back from him. I’m gonna take a crack at testing all the bugs there and making sure they still exist. Last thing we want is the developers wasting time on non existing bugs. Also I think some video representation would help explain some of the more complex bugs. So they know how to reproduce them.

I also think it would be great to update the bugs thread. Maybe there should be an “editing” thread first that quotes the existing bugs list, and then people can post all the ones that have been fixed or new bugs that have been discovered or (unfortunately) created since the last bugs list was made?

I agree that it would just be too time-consuming for one person to update the entire bugs list.

Minefield Broken.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Riffled Turret barrels doesn’t increase the range of Rocket turret by the way. How many times did that one appear in a patch note already as ‘fixed’?

This trait actually works with Rocket turret, however, I just discovered that the rocket it fires while traited is invisible. I checked in a fix which should hopefully appear in about 2 weeks on live.

Thanks for the detailed report,

Jon

Thanks! Even though we’re usually too busy arguing with each other to say much else, we really do appreciate that you’re taking time to let us know the status of some of these bugfixes.

On second thought, though—invisible rockets? Nice! Let’s just make that a permanent feature…

Out of Combat bug

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m in heart of the mists.
Attacked Dodge Roll Trainer north of DPS Trials Waypoint with Rifle #1.
I turned around to go away, because I wanted to change my skills.

Character stopped attacking, but the skill was still glowing as if I were attacking, and the skill bar had that smoky gold aura around it like when you’re fighting.
I sheathed (put away) my weapons (I bound it to F key like in Oblivion)
Skilll stopped glowing.
After a few seconds I noticed I was still in combat and couldn’t change my skills.

I came to the forum and wrote this message.
After I finished writing it I was still in combat and couldn’t change my skills.

Went to get a cup of water and came back…
I was still in combat and couldn’t change my skills.

Now it finally lets me change.

(PS: I didn’t use any turrets, didn’t have any equipped. I had Medkit, Rocket Boots, Bomb Kit, Utility Goggles and Supply Crate, but I didn’t use the supply crate)


Edit

Tried again, agaisnt medium target golem.
Used Analyze, Rocket Kick, Rifle Autoattack, Jump Shot.
Turned around to go away.
Double clicked empty space to de-select target.
Sheathed my weapons.
All my skills recharged (Analyze was the last to recharge, with 40s cooldown.)
I dodged twice to get rid of endurance.
Endurance refilled.
Drew my weapons and put them away again.
Came here to type this message.
Did some 10 push ups and 4 chin ups (yeah, I’m not that good).
Came back, wrote that line about push ups and chin ups.
Dodged twice.
Drew weapon and hid it again.
Endurance refiled.
Typed the above.
Waited 10 seconds.
My character is still in combat at this moment and I can’t change skills.

(If it matters, I have Autoattack and Stop autoattacking on target change checked)

In the heart of the mists dps trials, combat won’t usually break unless the golem you are attacking dies. I believe that was to discourage people from just leaving a bunch of them damaged.

How am I supposed to counter stealth?

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

There comes a point where there is too much damage to really do anything about it.

As you say, a glass cannon thief deals damage in a few huge hits. By nature, that means you’ll want to use blinds, blocks, and dodges over retaliation or passive damage reduction.

Depends on what they are running. I use a glass cannon PP (and DD) which isn’t a very popular build among thieves and two bursts of unload will literally kill me if the target has retaliation on it, even if I start the first unload on full health.

Certainly. I think our friend here was having issues with dagger thieves, though.

How am I supposed to counter stealth?

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

There comes a point where there is too much damage to really do anything about it.

As you say, a glass cannon thief deals damage in a few huge hits. By nature, that means you’ll want to use blinds, blocks, and dodges over retaliation or passive damage reduction.

Thieves are certainly strong roamers, but there are ways to survive them and kill them, although the second does require them to overcommit. Thankfully, nearly every thief in the game is willing to overcommit in nearly every engagement.

Apothecary's trinket in sPVP please.

in Suggestions

Posted by: NevirSayDie.6235

NevirSayDie.6235

Realistically, the PvP shaman amulet is better than the apothecary stats from PvE.

Engineer Bugs Compilation

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t know if this is a bug or not, but the trait “Backpack Regenerator” dosen’t apply regeneration any longer. What i remember it used to apply a 5sec regeneration buff on kit swap. But it doesn’t do that any longer.

Another thing a have noticed is that if you use two sigils that uses the same “proc method”, only one of them will proc.
Ex: I use two sigils that grants me bonuses when i swap weapons (including kits) while in combat. But only one of them seem to be procing, the same thing if i use sigils that proc upon critical hit.

Backpack regenerator constantly heals for 125 health every second when you’re in a kit, even though it doesn’t show a regeneration boon. It’s actually better in a way, since it can stack on top of the boon regeneration. Unfortunately, backpack regenerator doesn’t scale with healing power like the regeneration boon does.

The sigils issue is for all professions and affects all sigils with a cooldown. It’s probably intended, just not in the tooltips.

Attn to all players: Please read & contribute

in Guild Wars 2 Discussion

Posted by: NevirSayDie.6235

NevirSayDie.6235

I posted this to prove a point: that my ability is the only broken ability within the game and has been ignored by ArenaNet since BETA. We’re coming up on a year now here in August. /sad

Most professions have buglists that are several pages long. Thief is one of the least-bugged professions and doesn’t even have a comprehensive bug list.

Just check out the stickied threads at the top of each profession’s subforum. Bugfixes are indeed a huge issue and there are usually several dozen bugs addressed each monthly patch.

Engineer Patch Notes 5/28/2013

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’ve heard that the immobilise from glue bomb lasts longer since the patch (around 2-3sec). Can anyone confirm that ?

I just tested glue bomb. The immobilize is the same duration, but it now pulses once per second (three times), so it can effectively immobilize everyone around you for about three seconds. It’s actually a pretty huge stealth buff.

Hotfix an engineer bug!

in Suggestions

Posted by: NevirSayDie.6235

NevirSayDie.6235

This is a serious suggestion. In today’s patch, a bug was introduced to an engineer skill, minefield. The skill isn’t very good so it’s not used by many players (I don’t use it), but for those that do, the bug is very serious.

My suggestion is this: do a hotfix for the bug. There are still a lot of significant engineer bugs left to fix, and getting an additional one in a patch devoted to reducing the number of bugs is poor PR. The engineer community is somewhat distrustful of the development team in general, since there are so many bugs still left. A hotfix would go a long way toward creating more happy, loyal customers.

On the april 30th patch, bugs were introduced to three important turret traits that rendered them useless (literally—they had no effects at all). Those three bugs were not addressed until the May 14th patch, and a lot of players became even more disgruntled than they already had been. If this bug takes another two/four weeks to fix as well, Anet will lose a real opportunity to build some consumer trust.

So if any Anet community people, or forum mods, happen to read this suggestion: just send it over to the programmers and ask them to address it in a hotfix. Keeping good PR will be easier if you spend a bit of time “lobbying” for your clients.

https://forum-en.gw2archive.eu/forum/professions/engineer/Minefield-Broken/2107177

May 28 Patch

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

The patch notes indicate that glue bomb has been fixed to now have the correct radius when using the “increased radius” trait. As far as I know, the immobilize is still 1 second.

But yeah, all those 1v1-specced bomb engineers out there are probably laughing because of the blatantly OP bugfix. /sarcasm

Tested it myself and got at least 4 sec immobilize. Aoe on a 25sec Cd instant cast. Great Job Arenanet Great Job. Maybe thats the big change for making warrior viable in tpvp because now they are maybe able to hit their burst…They did not say, that they fix Warrior traits.

I just got a chance to test it and the immobilize does pulse three times for a second each now. The cast time has not been changed (tooltip 1/2 second, actual cast time about 3/4 second, plus bomb delay of about 3/4 second). The radius increase trait does work now.