Showing Posts For NevirSayDie.6235:

Turrets are getting buffed.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I wouldnt say they all have low utility, it may just not be the utility your wanting.
(also dont compare turrets to mesmers class defining skill phantasms its a poor comparison, as you said..they’re not a utility slot)

The point was that something that costs a utility should be more powerful than an attack that comes with a weapon, instead of far less powerful. Also, the reason turrets aren’t “class defining” is that they’re bad. If they were good, lots of engineers would use them and they’d be “class defining.”

Decrease lag

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

The low-res models all use standard skins and are persisted in memory so they only need to be loaded once. By setting the WvW Character Limit and WvW Character Quality correctly it is possible to have all characters displayed using the low-res models (and thus the standard skins).

That is fantastic! I was hoping that to be the case. I’m assuming that if even the low-res models are too much the system can still fall back to loading nameplates? A major fix to lag and culling in one patch sounds amazing.

Turret Facts

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

So basically everyone would bring Turret Kit. Drop all turrets, swap to other weapons, continue as usual. That’s way OP. Imagine if you could drop all 5 turrets and then still have access to your guns and 2 other utilities.

It’s not OP, we’re already so underpowered. Cmon.

Actually I agree, without overcharges, blast finishers or knockback on detonation (which I’m sure would have to be removed) you would basically have a kit with four weak damage adds.

Isn’t this basically part of the elite Supply Drop? A few turrets with no overcharge?

And a blast finisher, 2-second stun, and 6000+ healing. Also, one of the turrets is healing turret. And another is net turret, so it’s really more of a super-control skill. I would definitely take a turret kit if one of them was net turret. I’m not sure I’d take a kit of rifle, rocket, thumper, and flame turret in their current state. Even if they were all in one utility. I’d have to play around with it some, but I can’t see that being ridiculously powerful.

Turret Facts

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

So basically everyone would bring Turret Kit. Drop all turrets, swap to other weapons, continue as usual. That’s way OP. Imagine if you could drop all 5 turrets and then still have access to your guns and 2 other utilities.

It’s not OP, we’re already so underpowered. Cmon.

Actually I agree, without overcharges, blast finishers or knockback on detonation (which I’m sure would have to be removed) you would basically have a kit with four weak damage adds.

Why the FT 5 change?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I believe it was changed because at that time, juggernaut still gave constant stability. They were trying to make flamethrower less OP without completely reworking juggernaut, so they nerfed several things about it before finally reworking juggernaut as well. So, the things that weren’t actually OP outside of juggernaut remained nerfed.

The flamethrower was originally intended to be a control-focused kit, centering on backdraft as the “signature” move, and having the push as well to make you feel like, well, a juggernaut. Now it is unfortunately a fast-hitting light damage kit, which really doesn’t feel like a flamethrower at all, and focuses on using autoattack way too much.

Also: the new #5 skill really is useful for the instant cast. It’s not too tough to time it for stomps. In Temple of the Silent Storm, I even got to use it once at the very end of channeling the 10-second buff, right as a warrior was about to hit me with rush from across the bridge…most epic feeling ever. Finished the channel at that exact instant. BUT: it’s not nearly as powerful as backdraft.

Net turret in WvW

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

There is also food with -40% condition duration and runes with -%condi duration as well.

So, i don’t see a problem at all. If someone sacs food buff slot for longer condi, you can do the same to make it shorter. If not then it’s your decision.

PS

“you” as in player in general, not you precisely.

Definitely, I agree 100%. The point of the post was the huge limitations of turrets in general due to ineffective LoS, lack of targeting, and issues with uselessly shooting gates. I wanted to begin by pointing out that the skill should be a very powerful lockdown (5 second immobilize is huge), but in reality it’s only worth having in a small handful of situations.

Net turret in WvW

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Well it’s not that great yet. I’m hoping to test it further with condi nades instead of power. I had originally wanted to use the rifle for the huge single-target control, so that I could set up my toolbelt net and net turret. That works pretty well for lockdown. As I said, though, it has nothing on professions with minions/pets/clones, which is about 60% of WvW (that’s 5% rangers, 5% necros, 50% mesmers).

If you want to give it a try, it’s 30/0/10/30/0, knights/zerkers gear, rifle, elixir S, grenades, net turret, and supply crate. I needed to use grenades because they apply conditions fast enough to “cover” the immobilize. That left one utility for a stunbreak and condition cleansing (I took 409 even though my only elixir was elixir S).

In the near future, I’m hoping to try this build with the standard 30/10/0/30/0 condi nades setup. That would give less single-target control but more ability to deal with pet/kiting professions. It would also let me take better advantage of the condition duration bonuses. It would also let me fall back to the standard condi nades playstyle against professions that are immune to net turret (mostly mesmers).

Plus, pistols, handheld flamethrower, grenades, and nets would pretty much make my engineer Boba Fett. Just wish we were still a metal armor profession!

Viable builds - condition, power and bunker

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Believe it or not, grenades are the condition weapon of choice, with 30 in explosives, 30 in alchemy and 10 in firearms. Rabid gear means burn on crit (explosives 5) trait comes very easily. HGH = a lot of might. Add in sigil of battle and maybe the might on heal trait and you’ll get huge condition ticks.

Take the reduced pistol cooldown in firearms. That allows you to be not completely dependent on grenades—if you’re being kited and can’t hit with nades, just drop confusion and poison and close if possible with glue and blowtorch.

It works well because of the high output of different conditions. Let’s say you’re in a teamfight and someone is stomping your ally. If you drop a poison grenade on him at point blank range, you will apply the poison (obviously), 3 stacks of vulnerability (from explosives 25 trait), and possibly burning (incendiary powder trait) and maybe even a stack of bleeding (from firearms 5 minor trait).

So that’s four possible conditions from one skill. One of them will be a very, very long duration poison. The others will be shorter but will make it very difficult for your opponent to remove all the conditions that are stacking up on him.

Who the engineer is

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I have thought of this too, but came to the conclusion that while engies are not physically strong or naturally attuned to magic, they are the smartest class in tyria and use that knowledge to fight

Actually I believe the “lore” concept is that elementalists are the smartest (original ele profession attribute was called intelligence. They have studied and mastered every aspect of elemental magic). They are scholars—their power comes from their vast learning and understanding.

Engineers had “ingenuity” as their profession attribute, which is more like creativity. They seem to be more into “applied science” than actually understanding how any of their stuff works. They do things by trial-and-error. I believe this is why the devs unfortunately decided to make RNG a big part of engineers. They don’t really understand how stuff works but they improvise to fit the situation.

So I agree with the OP. I actually enjoy the idea of a character that has absolutely nothing to give him an advantage over other professions. We’re not stronger, faster, smarter, or more talented. We just find a way to survive anyway.

Net turret in WvW

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

To clarify, over the last few weeks tweaking my net turret WvW build, I’ve always enjoyed it and felt net turret was really strong. There are just too many situations where it does no good at all to justify the situations where it works really well.

Engineer builds? Help needed.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Our best builds right now are power grenades and condition grenades. Power uses rifle, toolkit, Elixir S, and kit refinement (100nades) and HGH condition spec is exactly the spec that Lupanic posted. In WvW, some people substitute toolkit for elixir B, for prybar. Condi nades is generally accepted as being better than 100nades in PvP, making it our official top build.

There are also some bomb specs. They are usually PvE support, but a few people still use them for WvW/PvP. Flamethrower would be a power build, usually PvE.

We do not currently have accepted builds featuring gadgets or turrets. I’m not an asura so I don’t know about pain inverter.

Net turret in WvW

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Hey all,

So Anet is trying to make turrets better and the forums are trending with turret suggestions. I enjoy creating interesting builds, and I recently decided to try some WvW rather than just tournaments. I wanted to make the net turret a central part of the build. Here’s a list of simple observations:

1. Immobilize is very strong—I used 30 points in explosives and pizza, meaning even in a power build, every net hit for a 5 second immobilize. That is powerful, even at the expense of so much additional damage or condition removal I could have had. Sure, the turret died easily, but it was worth the risk for the reward of landing a potentially fight-ending immobilize.
2. Turrets always shoot at the closest target, whether that’s a minion, a clone, a wolf, or a thief. Fun fact: when fighting another engineer, net turret will target closest turret the engineer drops from supply crate.
3. Turrets continuously fire at gates when in range. I was hoping to use my net turret to control the area in front of a keep or tower. Unfortunately, the gate was not harmed by the immobilize.
4. Turrets have no concept of LoS. As an experiment, I attempted to set a trap for a lone mesmer I predicted would be coming through a stone arch to gank me while I was soloing the SE supply camp in a nearly-deserted borderland. I was correct—the mesmer came exactly where I thought he would. Unfortunately, the turret fired as the mesmer came within 900 units on the other side of the wall. Ambush failed.

tl;dr—Net turret is already great in some situations, it just doesn’t work when fighting near mobs, objectives, archways, mesmers, necros, rangers, or rock dogs.

As for general turret buffs? If I were Anet, I would use mesmer phantasms as the model for turret balance. Phantasms are already very similar to turrets in that they can’t move from fight to fight and have a fairly slow rate of fire. However, they have some things that turrets do not have: they’re built into weapon slots, target your own target, and scale with your damage. I recommend that turrets function the same way, or, if they need to continue to cost a utility slot, they be made noticeably stronger than phantasms to make up for it. For example, they could have the same damage/health but also retain the blast finisher and knockback trait.

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Those are both terrible explanations, unless you can justify ever choosing adrenal implants over invigorating speed + (speedy kits or infused precision).

A terrible explanation may unfortunately be the correct one.

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Because having a lot of dodge is “a part of the package” for rangers. It’s a design choice for the class and something they are supposed to be very good at. Engineers are also given this trait, but they are not supposed to be as good dodgers as rangers, so the same trait is more difficult to obtain. No other class has such a trait. Poor necros don’t even get any vigor.

There is a similar thing going on with Energy Conversion Matrix, which gives you +1% damage for each boon. Both guardians and eles have the same trait in the same position (minor grandmaster), but the ele gets 2% bonus damage per boon, while the guardian and engi only gets 1%.

Best answer. I would say it’s because engineers have a lot of other ways to get vigor/dodges, but this trait doesn’t stack with vigor so it doesn’t matter. The bottom line is, they just wanted rangers to get their survivability from evasion/dodging.

Turret Facts

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m not sure they’d work in a kit. Being able to spit out turrets every few seconds means the turrets would have to stay as useless as they are now and lose the knockback trait and blast finishers.

I wouldn’t mind seeing some turrets built into kits or weapons, though. I think a system like mesmer phantasms would be nice (you get 1 summon per weapon set, can’t move from fight to fight with it but you don’t have to blow a utility for it).

Also, since phantasms aren’t very mobile (they disappear when you exit combat) and they have low health, putting one turret on each weapon set would make them function almost exactly like phantasms. Which means maybe, if we’re lucky, they could be buffed up to be as effective as phantasms?

Average human reaction time.

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t think thieves are overpowered at all. But the OP has a good point.

There’s a deep, fun, exciting, engaging combat system in GW2, but you can’t enjoy it if you aren’t able to stunbreak basilisk venom in a hotjoin in under a half second. “L2P” has nothing to do with it.

Adding to the problem, there’s not much of a learning curve. Jump into your first hotjoin and you’ll probably have at least 1 rank 40+ on the opposing team. And they’ll probably be playing thief, because hotjoin.

That stealth nurf you've all been calling for

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

Agreed and pretty sure most or ‘the average’ player in WvW doesn’t understand the mechanics of any other class except what they play. Because fighting a thief takes a fair amount of understanding of how their skills and timing works, this class becomes the obvious scapegoat for cries of ‘OP’ and ‘NERF!’

In the casual/average players’ defense, culling makes it difficult to understand how stealth/revealed works. For example, when a player gets hit with a backstab he naturally feels that should make the thief come out of stealth. The thief doesn’t actually render for another two seconds, so the player makes a natural assumption that thieves don’t come out of stealth when they backstab. Add to that the caltrops and other “indirect damage” attacks that actually don’t remove a thief from stealth and it’s no wonder people can’t figure out how stealth works.

Engi March State of the Game

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

It seems the problem is that in the upcomin patch 100 nades will be nerfed while turrets buffed, but turrets have sucked for so long that its near impossible to imagine them as viable and/or competitive. We have to wait until patch to see how much is changed before judging.

Right. Turrets will probably not be viable after this patch, or the next. My guess is they’ll probably buff them slowly over the next year or so.

Turrets are getting buffed.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I think the update will help us but the issue we are facing with the turrets is low damage and low surviability.. They can’t move so they should get some sort of survivability boost. And again they cant move so they need to do more damage because they are not mobile.

That’s true, and don’t forget low utility. In my opinion the greatest problem with turrets is that they have very low utility, except for knockbacks for blowing them up. If turrets had a stunbreak and condition cleanses, or maybe a movement skill, I can see people using them.

A simple damage add is fine for a mesmer phantasm that comes with the weapon set. But utility skills need to have some utility. Turrets should at the very least match or exceed the damage of a phantasm that is mobile and doesn’t cost a utility slot.

Engineer's uses in WvW?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Engineers have good AoE spam for zerg vs zerg from grenades. They can get pretty tanky with a couple of adept-level protection traits and can usually extend pretty far forward and still make it back to friendly lines with a nice invulnerability skill and an invulnerability at 25% health trait.

In small fights, engineers can do pretty well at a variety of roles. We have some good CC options if lockdown is your thing. Engineers are also excellent condition dps. We can go glass cannon but I don’t personally think that’s the engineer’s forte. Same with support/healing.

Laurels from PvP - a big change

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

They said you only get 1 laurel a day from whichever daily you do. I don’t think this will encourage people to come play PvP like how this idea was originally intended.

I think this is the best way to do it, actually. PvEers would have felt “obligated” to do PvP if it had gotten them a second laurel each day. PvEers don’t like to be “obligated” to PvP.

But having the option would be great. Consider hardcore WvW players—they don’t really want to complete a personal story chapter, or craft 10 items, or whatever. But they want ascended stuff. They’ll come to PvP in droves. Even some PvE players will come and give it a try when they feel like it.

Let’s just hope that at the same time they make laurels available for PvP daily achievements, they:

1) Put 2-team tournament side-by-side with hotjoin, so new people don’t think hotjoin is the main game mode. Also change the name of 2-team tournament to “ranked match.”
2) Introduce a solo-only queue even at risk of longer wait times. Removing 8-team tournaments could help a bit. Introduce random map in solo queue tournaments.

A lot of people are going to be very, very disappointed if they come to PvP and they think hotjoin is the main game mode.

Seriously? 6 Mesmers 3 Thieves?

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Hey, engineers are getting turret buffs next patch. Also, the patch before last was practically nerf-free!

Seriously though, a team of all mesmers and thieves would be pretty lame. Your team had an advantage with you as an engineer.

That stealth nurf you've all been calling for

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m convinced most players still don’t understand how stealth and revealed work.

You’re probably right. It’s very confusing for new players because of culling, i.e. when a thief gets “revealed” people still can’t see him, so they think he’s still stealthed. Until they play some tournaments (zero culling) or do some research, they can’t see a rhyme or reason to how thief stealth works. Thieves appear to them to be invisible almost all the time, with brief lapses that aren’t logical because the thief visually appears a couple of seconds after he triggers the revealed debuff.

Engi March State of the Game

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Honestly I would just give turrets stunbreakers and condition cleanses. Adding damage might make them viable for PvE or for some kind of weird glass cannon turret build. We already have better options for control and better options for damage.

I suppose if turrets got so much damage that we no longer needed to take a kit, there could be a turret build. That sounds a little weird, though. And that would take a really big damage buff.

why the removal of energy was a poor choice

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

I find it fun to manage “resources” but I think GW2 was trying to get away from everything that felt artificial like that. I agree that having a resource cost makes things much easier to balance and also adds risk/reward to fights. It would be kind of nice if blowing your offensive cooldowns left you vulnerable, instead of still having all your defensive cooldowns available.

The Least Common Champion...

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Yes, probably genius. There are some people who have them, we’re just too smart to display them. Everyone wants to kill the engi, especially if he’s got the title. Best to let them think you’ll be a free kill.

Why would everyone want to kill the engi?

Usually seen as a weak class. you know, cant run way from a fight as easily as others, pretty slow, and if you got him down hes not going anywhere.

True. Also there aren’t many engineer players so I think people are just curious to see what it’s like to fight one. Also, in high level matches engies get focused first because the engies are probably HGH nades, which means the other team can’t let them keep chucking grenades into a team fight. That and they’ll go down pretty easy after elixir S.

I need a lot of help :(

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Are we talking about leveling up? If you’re dying, don’t let it trouble you—probably just means you’re in an area a few levels above you and/or your gear is quite a few levels below you. As long as your gear isn’t too outdated, you can play however you want as you level up. See huge numbers, juggle a ton of skills, be an invincible rock, etc. Same goes for new content, personal story, etc—just choose whatever you like to do and do it.

If you’re already at level 80 and you want to “gear up,” maybe focus on doing dungeons or leveling leatherworking and jewelry. Alternatively, find ways to make a lot of money and buy what you need. Probably the most important thing for PvE gear is to try to complete the daily achievements if at all possible.

Edit: for helping groups in PvE, you probably don’t want to focus on cc because you’ll be knocking mobs away from people’s attacks too much. But there are some nice supporty builds with elixir gun or bomb kit or both. Bombs are also fantastic for leveling and not difficult to use. Control can be pretty huge in PvP though.

(edited by NevirSayDie.6235)

The Least Common Champion...

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Yes, probably genius. There are some people who have them, we’re just too smart to display them. Everyone wants to kill the engi, especially if he’s got the title. Best to let them think you’ll be a free kill.

Lone Ranger style of play in WvW?

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

It’s tough but I think it’s possible to be effective solo on a lower population borderland. Expect to die a lot more than you kill anyone, though.

Famous Quotes for the Engineer.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Yogi Berra on engineers:

“Playing an engineer is 90% mental and the other half is physical.”
“If you ask me anything I don’t know, I’m not going to answer.”
“Half the lies they tell about engineers aren’t true.”

That stealth nurf you've all been calling for

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

These changes will be good for thieves in the long run. Thieves are currently too good at noobstomping in WvW for Anet to be able to buff them in meaningful ways. I think they would love to buff a lot of thief options to become more viable in tournaments and have way more build variety. But they can’t right now because they’re just so good at making upleveled players want to uninstall.

Wouldn’t it be better to have real options against an experienced player than be able to kill a group of four level 25s at will?

You have it exactly backwards. It’s the Noobs in WvW that are abusing the Thief build. They are way over-powered relative to their skill and true level. Everyone know this. I can’t believe you don’t see this.

Sorry, I wasn’t very clear. Because of culling and the current stealth mechanics that are going to be changed, it is much easier for an inexperienced thief player to beat an inexperienced (insert profession) player, exactly as you say. I don’t even play a thief, I just wanted to reassure people who think that thief will be nerfed to the ground.

Edit: also, the reason thieves aren’t good in tournaments isn’t because of capping. It’s because there’s no culling, and they only have one build (a few still try to build around stealth and caltrops, but that’s not very good without culling).

(edited by NevirSayDie.6235)

That stealth nurf you've all been calling for

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

These changes will be good for thieves in the long run. Thieves are currently too good at noobstomping in WvW for Anet to be able to buff them in meaningful ways. I think they would love to buff a lot of thief options to become more viable in tournaments and have way more build variety. But they can’t right now because they’re just so good at making upleveled players want to uninstall.

Wouldn’t it be better to have real options against an experienced player than be able to kill a group of four level 25s at will?

Engineers: Show me your combos

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Recently I’ve been liking flamethrower 3 to set up rifle 2 (and 3 if you have time), followed by rifle 4, Incendiary ammo, throw wrench, magnet, and prybar. Unfortunately it’s difficult to get flamethrower, rifle, and toolkit into a working build.

Engi March State of the Game

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Why is it that the devs feel the need to nerf and do away with 100nades, but not all of the other classes that can just as quickly/easily kill people in as many button presses? What exactly made 100nades any more powerful than the other classes doing the same things?

Sure, it could potentially hit more than 1 person. But there’s no way to keep more than 1 standing still with 100nades, so that’s not exactly a reason.

With the Thieves doing 2-shot backstabs it was a “l2p”. But no, not with Engineer. That’s broken and OP. I don’t get it.

Because they have a vision for the engineer, and 100 nades is far from it.

Actually I agree with that 100%. When 100nades started getting popular I instantly knew I wouldn’t want to run with that spec. It just doesn’t feel like I want playing an engineer to feel. I’d rather have devs who know how they want the profession to feel and make that viable than build it around weird unintentional stuff.

That said, we have to understand that most of the engineers on this forum have spent literally dozens of hours doing research to understand how engineers work, not to mention hundreds of game hours. If the devs don’t sound too confident when they talk about what engineers do, it’s because they simply can’t put in that much time.

Famous Quotes for the Engineer.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I smile every time this thread gets resurrected. Now I want to think of more famous engi quotes.

Engi March State of the Game

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I like Hybrid range as a more accurate term. That feels more appropriate than mid-range. By definition, mid-range combat can only take place if your opponent stays at mid-range, too. Since the devs didn’t describe any other professions as mid-range, well…They’ll either kite you into long range or close on you, so exactly right, mid-range doesn’t exist.

And I’m not surprised that the devs don’t want to discuss the engineer. The more they do, the more opportunity they have to say something they’ll later wish they could take back. Their best bet is to say they’re planning on vague buffs.

24k seems a bit high, but I suppose if you had an on-crit sigil, static discharge, and a lot of might you could get almost that high okittenero-toughness target. Assuming the RNG is in your favor and the nades don’t spread too far, that is.

Engi March State of the Game

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

“Mid-range” is an interesting phrase. For example, engineers have a lot of great options for keeping melee builds off our backs, so we basically beat them with range. However, we don’t have the gap closers to get our burst to land if we’re being kited, so we also get beaten with range.

Engineers do have access to quite a bit of control, just not with our best builds. The standard HGH nades build has two area slows, grenade 4 being especially amazing. 100nades has a pull, an immobilize, a knockback, and a chill. I think a lot of the people who designed the profession skills probably didn’t get to know exactly how they would all be combined together, which is why there are some redundant ones and some that just cannot possibly fit into any workable build.

Conditions buff could be interesting. If they increase damage ticks I will have to stop holding out and just switch to condi burst already, it will be too good. In my opinion, they could increase duration on some bleeds/burns for some professions and call it good. Also necros need either burning or confusion somewhere.

Yet Even Moaarrrrrr CD/Mag/SBI 3/29

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

I was being serious when I suggested the outmanned buff may have come from CD. I’m not usually able to play at reset on Fridays, so I don’t know if there are any queues.

Also, unintended smiley ftw.

Yeah, not presuming to comment on a particular situation when I was not present. Was just commenting on the general point that Paralda was making.

Fair enough. It’s just an odd conversation.

Yet Even Moaarrrrrr CD/Mag/SBI 3/29

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m sorry, and with no offense, if you can’t acknowledge there are population issues/imbalances then you have no credibility in serious WvW discussions.

The same holds true if you boil every situation down to population imbalance. Population balance is a serious problem. We’re all well aware of it on Maguuma. But people far too often use it as an excuse for also playing poorly. If you are getting beaten when either A) the map is queued for all servers (this often happens on resets) or the opposing team has the outmanned buff, we can clearly say that at that point in time, population imbalance was not the issue.

I was being serious when I suggested the outmanned buff may have come from CD. I’m not usually able to play at reset on Fridays, so I don’t know if there are any queues.

Also, unintended smiley ftw.

Yet Even Moaarrrrrr CD/Mag/SBI 3/29

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

The issue is WvW population, balance and the lopsided nature of WvW.

I disagree… last night 10 [PYRO] and 10 [ME] took SBI’s garrison and east keep while outmanned. Population really isn’t the issue here.

20 people is pretty much SBI’s primetime force. Maybe you were outmanned by CD? They were hitting west keep and NW tower with separate groups in SBI borderland last night, about 15-20 each.

Nah… saw at least 40 SBI fighting CD near their west keep… which is fine, if we’d just ninja’d one keep and didn’t hold it… but we took two and held them for over an over, eventually just hopping to a different map.

Well I hopped over to mag’s bl to 2-man havoc so I don’t know for sure. When I left SBI, we had about 15 bouncing between west keep and NW tower defending both. East and garrison were still uncontested when I left, but maybe we’re talking about different times.

Yet Even Moaarrrrrr CD/Mag/SBI 3/29

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

The issue is WvW population, balance and the lopsided nature of WvW.

I disagree… last night 10 [PYRO] and 10 [ME] took SBI’s garrison and east keep while outmanned. Population really isn’t the issue here.

20 people is pretty much SBI’s primetime force. Maybe you were outmanned by CD? They were hitting west keep and NW tower with separate groups in SBI borderland last night, about 15-20 each.

The End of Culling: Finally!

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

Please Anet, allow us to reduce spell FX. My computer will cry next patch…

I would love that, although I don’t think it will get worse with this patch.

I would love to be able to get more fps by seeing fewer rainbow arrows. Two birds with one stone.

SPvP? More like STvT (Thief V Thief)

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Stop playing hotjoins!!!!!!!

I run a guild dedicated to introducing new players to the tournament system. Message me in-game if you’re interested in joining.

Take that offer, you will enjoy PvP 10x more. Sounds like you’re playing the actual game, trying to score points, but hotjoins are just a place for burst/mobility specs to run clockwise.

gap closers

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

I like the idea of engineers not having any gap closers (except for magnet) but being able to put out a lot of control. Of course, most of their weapon set skills are short range and they only have one long-range kit, so it makes the job a bit tougher.

Supply camp auto-fear?

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

He was a staff mesmer, but none of the staff skills apply fear. No flame rams. And yes, it was confusing, that’s exactly what I did there

But honestly, I just threw that part in because every time someone makes one of these threads everyone else is like “maybe you were just confused in the heat of the moment and it was really four staff necros that looked like one mesmer!” or, “maybe in the heat of the moment you didn’t see four thieves steal fear from four allied necros and use it on you!”

I’m convinced it is nightmare runes. Already made a thread on the bug forum, mods feel free to shut this one down so we don’t have 80 mesmers using nightmare runes on every server.

Um, why aren’t you convinced it’s this:

Runes and theorys aside , it had to be this :p
http://www.youtube.com/watch?v=NIFOmCruUR4

Seems a heck of a lot more likely then a very popular rune having a drastic bug that nobody has ever noticed..

I guess I shouldn’t assume that doesn’t work in WvW. I’ll have to test it. I can barely imagine that perma fear is allowed in WvW and no one is using it, though. I mean, it would be absolutely gamebreaking. Instant zerg destruction with 2-3 people using these.

I’ve just tested, thankfully they don’t seem to work in WvW.

Okay good. I didn’t get a chance to head out to blazeridge for the event yesterday, glad to know this is confirmed not possible.

100nades

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I agree, magnet works sometimes and then 100nades is quite powerful.

Seriously though, I haven’t seen a 100nades engi in tournaments for a month. I’ve never seen one in WvW. Maybe in hotjoins? Again, I have no issue with eliminating 1-shot builds. I just can’t figure out why 100nades is so much worse than the other 1-shot builds.

Supply camp auto-fear?

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

He was a staff mesmer, but none of the staff skills apply fear. No flame rams. And yes, it was confusing, that’s exactly what I did there

But honestly, I just threw that part in because every time someone makes one of these threads everyone else is like “maybe you were just confused in the heat of the moment and it was really four staff necros that looked like one mesmer!” or, “maybe in the heat of the moment you didn’t see four thieves steal fear from four allied necros and use it on you!”

I’m convinced it is nightmare runes. Already made a thread on the bug forum, mods feel free to shut this one down so we don’t have 80 mesmers using nightmare runes on every server.

Um, why aren’t you convinced it’s this:

Runes and theorys aside , it had to be this :p
http://www.youtube.com/watch?v=NIFOmCruUR4

Seems a heck of a lot more likely then a very popular rune having a drastic bug that nobody has ever noticed..

I guess I shouldn’t assume that doesn’t work in WvW. I’ll have to test it. I can barely imagine that perma fear is allowed in WvW and no one is using it, though. I mean, it would be absolutely gamebreaking. Instant zerg destruction with 2-3 people using these.

Supply camp auto-fear?

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

He was a staff mesmer, but none of the staff skills apply fear. No flame rams. And yes, it was confusing, that’s exactly what I did there

But honestly, I just threw that part in because every time someone makes one of these threads everyone else is like “maybe you were just confused in the heat of the moment and it was really four staff necros that looked like one mesmer!” or, “maybe in the heat of the moment you didn’t see four thieves steal fear from four allied necros and use it on you!”

I’m convinced it is nightmare runes. Already made a thread on the bug forum, mods feel free to shut this one down so we don’t have 80 mesmers using nightmare runes on every server.

Siegerazer NPC

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

If you can fend him off along with the 10+ players who are organized enough to persistently activate the event despite loosing, then a siegerazer nerf is the last thing they need.

Exactly. Why nerf a team that owns literally nothing on the entire borderland and is struggling to even get its own tower back?

Mesmer clones proc fear from nightmare runes

in Bugs: Game, Forum, Website

Posted by: NevirSayDie.6235

NevirSayDie.6235

Well yes, it was pretty cool now that I know what happened. Still, it doesn’t seem intentional that a profession could cause fear every few seconds just using a certain rune set like that. I suppose if I were a profession that hit slower/harder, I wouldn’t have noticed. Engineers have a lot of weaker AoE attacks that hit multiple times, so I ended up getting a whole lot of fear.