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Day 184: Deployable Turrets Still Broken

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NickDollahZ.5348

Yup, It is working! Nice

Dungeon Patch Discussion 1/28

in Fractals, Dungeons & Raids

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NickDollahZ.5348

I for one think it was the single best move Arena Net has made in order to improve the PVE in this game. It really does encourage players to learn the encounters and to work together.

Precursors and Patches and Market Changes

in Black Lion Trading Co

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NickDollahZ.5348

I’m sure if anyone had 500g to spend on the precursor they would have bought it already. Although it seems the only people willing to spend that much are the people who will end up relisting it for more. The precursor I’m going for is slowly going back down. I hope to one day be able to afford it.

Lets see your engineers!

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Caudecus Manor Human Male chest piece.

Engineer Bugs Compilation

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NickDollahZ.5348

Packaged Stimulants’ Throw Stimulant cannot be picked up if you already have Swiftness.

Also cant be picked up when u have fury already and the trait.
Also the duration of the fury and swiftness is 15 second. (10 second without trait)
So you can have perma fury and swiftness from tossing them after the current ones expires.
Although i perfer to preload them and pick them all up at once. (without the trait)

Boon icon for drop stimulant is also gone when you get the trait.

Lets see your engineers!

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Posted by: NickDollahZ.5348

NickDollahZ.5348

My Engineer. Probably gonna change my top.

Attachments:

Healing Turret destruct combos?

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NickDollahZ.5348

B.O.B (Big old bomb) is a blast finisher Light was referring to.

Here are some more:

Booby Trap (down state)

Detonate (Mines)

Detonate Flame Turret

Detonate Healing Turret

Detonate Net Turret

Detonate Rifle Turret

Detonate Rocket Turret

Detonate Thumper Turret

Magnetic Inversion

Rocket Boots

Shockwave (thumper toolbelt)

Supply Crate

Overcharge thumper turret (must have enemy in range)

Top 5 bugs Anet should prioritize fixing

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NickDollahZ.5348

So we got a few of these bugs addressed the last patch. Im still hoping for scope to be fixed.

Berserker Engineer

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NickDollahZ.5348

For each blast finisher:
-you get 3 stacks of might in a fire field.
-you get 1320 heal (0.2 heal power scaling) in a water field
-you get 2 second stealth in a smoke field

Depending on how many blast finishers you have you can get some cool added bonuses.

Weapon stats misconception.

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NickDollahZ.5348

Cant we see what changed about conjures and banners? Since these were included with the bundle statement. Those changes should be the same as what happened to kits.

Combo Killer

in Guild Wars 2 Discussion

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NickDollahZ.5348

So disappointed at this daily. I wasnt able to get it done because it didnt work half the time. Atleast the next one is easier. Still left a bad taste in my mouth.

Viable High LvL Fractal build

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NickDollahZ.5348

Try a power build. Condition builds have too many problems in dungeons. Specifically your conditions can be overridden by those who don’t have condition damage. Condition Duration gives you more damage then Condition Damage does. Just name a few issues.

Higher rewards for soloing champion mobs

in Suggestions

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NickDollahZ.5348

Guild Wars 2 encourages grouping up. I think adding that kind of mechanic would be going against that philosophy. As it stands now grouping up with players doesn’t negatively effect you.

Explosive Descent and Kit Refinement

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As if 100 nades needs more burst. I noticed this as well though. Else you will have Jump shot from cliff + barrage + kit refinement barrage+ Grenade barrage. >_<

Edit: Same deal with pve.

(edited by NickDollahZ.5348)

Elixir Gun

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Invention Tree needs more love. So I think if they were to separate E-gun and Flamethrower. I would put the E-gun traits in Inventions. It will also benefit from the additional heal power.

Livestream 1/18 Engineer is fine?

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100% critical chance

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Posted by: NickDollahZ.5348

NickDollahZ.5348

You guys can also stack your crit sigil up.. equip another weapon with 5% crit chance too. The stacks will stay.

Please don't nerf the AOE for all classes

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NickDollahZ.5348

Pretty sure they were talking about Grenade Build Engineer.

Grenades are the highest dps option Engi has.
Happens to be AOE
Has no opportunity cost as you can cast them at 1/2 cast time with no cooldown.

RIP Grenade kit.

AOE Nerf

in Guild Wars 2 Discussion

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NickDollahZ.5348

I wouldn’t be worried about nerfs unless your an Engineer. Specifically of the grenade variety.

If you read the dec 14th patch notes, you will know they will be nerfing AOE with low to no opportunity cost.

Developer Livestream Questions

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NickDollahZ.5348

How close do you feel each class is to fulfilling it’s class philosophy?

Conditions and Might Stacking

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Yes each stack of might increases your condition damage by 35. Also increases your power by 35.

Sigil of fire and calculations

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Top 5 bugs Anet should prioritize fixing

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NickDollahZ.5348

I was meaning for this thread to be about bug fixing but it seems to have evolved. lol

(edited by NickDollahZ.5348)

How to fund a kickstart to dungeon redesign?

in Fractals, Dungeons & Raids

Posted by: NickDollahZ.5348

NickDollahZ.5348

I would fund a kickstart to get engineer bugs fixed… and would be open to that idea as well. Although whether or not it would work is another question entirely.

Engineer Bugs Compilation

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Yea Light Field + physical projectile finisher removes conditions from the targets it passes through. So you have to get in the path of the physical projectile.

Not good that supply crate is bugged like that. It hasn’t always been the case. I remember using it at the start of open beta with superior rune of the monk.

Top 5 bugs Anet should prioritize fixing

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NickDollahZ.5348

Enemy running away … drop a thumper turret and overcharge it so it knocks them into you… or how about this…. dropping a flame turret .. overcharging it… drop a thumper turret and over charge that inside the smoke field.. boom aoe stealth at 900 range…. A lot of possibilities.

Top 5 bugs Anet should prioritize fixing

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Actually I’m glad you explained that as I was looking for that kind of information for my own personal calculations.

Top 5 bugs Anet should prioritize fixing

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NickDollahZ.5348

I want to use this thread to list some bugs Anet should fix first that will make the biggest impact on Engineer viability.

1) Deployable Turrets – Fixing this trait will go a long way in making turret builds viable in PVE.

2) Weapon stats with kits – Already being worked on Done

3) Scope – 10% crit when standing still will go a long way. Atleast a 5% 10% (thx Lanny.6987) damage increase with 50% crit damage

3) Better collision detection for cone abilities (flamethrower etc)

4) Elixir U giving 5 second Quickness every time and Potent Elixir increasing the duration(20%= 1 second)

5) Forceful Explosives – Stop this trait from reducing range of dodge bombs and kit refinement bombs

So that’s my top 5 what is yours?

(edited by NickDollahZ.5348)

Smoke bomb stealth nerf?

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NickDollahZ.5348

sigh

What i linked is part of the flame turret changes. For smoke bomb it says 4 seconds. Here is the full patch notes:

for reference: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-November-15-2012/first#post808152

  • Smoke Bomb: This skill’s radius has been reduced to 180 from 240 when traited. Smoke Bomb is now active for 4 seconds, pulsing every 2. This change also affects the Autodefense Bomb Dispenser trait.

THERE ARE TWO DIFFERENT SMOKE FIELDS FOR ENGINEER.

One on flame turret and one on bomb kit. The path notes are clear there was no stealth nerf.

CoF Speed Runs... Warrior dmg or?

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ITT: Warrior is broken.

Nothing to see here folks move along.

New To Engineer: Need Advice + Tips

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To use the Healing Turret to its full potential, there are a few methods (depending on which ‘full potential’ is being aimed for).

  1. To get the most personal healing out of it, place it, and pick it back up when your character returns to their previous pose. Cooldown will be reduced to 15 seconds, don’t know whether regen will decrease to 5 p/s (but probably will).
  2. To get the most party healing out of it, place it, and detonate it. The detonation will combo with the Water field, causing it to heal everyone around it for a thousand or two. With a Thumper Turret equipped in another slot, that’s another possible party heal.
  3. To get the most regeneration out of it, leave it on the field somewhere. If it’s removed from the field, regen granted by it decreases to 5 points/second.

Thumper Turret has 3 potential blast finishers on it. Detonate, Overcharge and toolbelt skill. A little know fact. The overcharge only works when there is something around to knockback though. Also all turrets are 20% physical projectile finishers on auto attacks.

Smoke bomb stealth nerf?

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Just checked the path notes. You are confusing the fire turret and smoke bomb changes. If you read the path notes carefully you can see there reasoning for nerfing the smoke field. I for one liked the old smoke bomb for psuedo tanking mobs. You could always move out of the field as well. I suspect that this is a pvp change that effected pve. As smoke field old range+old effect could cover an entire node and stop someone from being able to do anything to you for that 4 seconds.

From patch notes:

Smoke Screen: This skill’s graphic has been updated to show the area of the screen. It now pulses every 2 seconds for 6 seconds instead of every second for 5 seconds. This makes it more effective against enemies using attacks at normal speeds but prevents it from being abused to shut down quick-attacking enemies completely.

Any communication at all since Dec. update?

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NickDollahZ.5348

Not sure what your asking for here. They already gave their class balance philosophy. Some players disagree with what they believe engineer’s bring to the table. Anet never stated that Engineers are underpowered/overpowered/balanced. They just stated that they keep their vision of Engineer in mind when making changes.

They even gave us an idea of whats to come. They want to make sure every build is viable. No one build outshines the other. Also AOE balance, they feel some aoe builds are too strong for the opportunity cost and that they plan to bring those in line in the next few patches.

I swear I dont think anyone reads the patch notes.. They just see a change they dont like and make a QQ post about it. It is one thing to disagree with their statements, but they have been communicating.

TLDR: The communication we have been given is fine. Just be patient and wait for the next update if you feel those statements dont hold true. They have given us their long term goals for Engineer. Their balance philosophy of making small changes, means it wont happen overnight.

Engineer water field

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Let’s get the regen it gives scaling with heal power first. Before we decide if it is too weak or not.

New idea to fix all the kits easily

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I don’t see what your idea adds in terms of versatility. Unless I’m understanding it wrong. You could already use your weapon skills by switching out of the kit.

Edit: I really like the pick your own toolbelt skill idea. Now that would add some versatility. The tech already exist more of less. Just gotta make them work like utility slots and list all the toolbelt skills. Although it gets a little complicated when you have utility skills “stealing” the toolbelt slot in order to detonate.

(edited by NickDollahZ.5348)

Arah - Path 4 (Dwayna)

in Fractals, Dungeons & Raids

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NickDollahZ.5348

Well let me go afk in your runs. I could use the extra tokens. I dont know what kinda 5 man warrior team you guy… I dont even..

Arah loot.

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Posted by: NickDollahZ.5348

NickDollahZ.5348

263% magic find.. no rares…Fractals > Dungeons.

Arah - Path 4 (Dwayna)

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NickDollahZ.5348

10 hrs in Arah path 4 last night. Just waking up. I couldnt find people with enough DPS to take her down. Never trying that again.

Elixir Concurrency - Balance Discussion

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NickDollahZ.5348

I think they should remove veil from Toss Elixir U.
They should remove swiftness from Elixir H.
Toss Elixir H get rid of vigor.

You get 10 seconds regen and 5 second protection from toss and drink.

I like your Toss Elixir B suggestion of giving Fury and retaliation. Fury and swiftness work too.

Toss Elixir S suggestion: Having Stability and stealth at the same time is kinda a waste. Not sure what to do with this one. Maybe get rid of stealth and let it give a slightly longer stability boon. I find the idea of drinking making u small and tossing making you big a solid concept.

Is it A or B?

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Engineer lobbyist is what came to mind after reading your last sentence.

Dream January patch notes.

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NickDollahZ.5348

Bug Fixes…. We are long overdue and the bug list thread is getting too full. Gonna run out of space on the forums soon enough. Q_Q

Edit:
Remove Veil from Toss Elixir U. So we have a reliable projectile block/reflect.

Separate the Flamethrower and E-gun traits from each other, but combine all the flamethrower ones and all the E-gun ones. So you have 15% Damage and 20% cd Flamethrower trait in Firearms, then you have 15% damage and 20% cd trait for E-gun in Elixir tree.

(edited by NickDollahZ.5348)

Dear (other) engineers, a quick question

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I never get to use Elixir R for myself. Always wasted on the Brazilian Banner Warrior.

  • sigh*

Sometimes I run without it, then my whole team is dead but I got extra dps in that last utility slot.

Elixir R never leaves my bar now in PUGs.

A plea to the developers for communication

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NickDollahZ.5348

Maybe turrets werent the best example. The point I was trying to make is that they have to balance each skill for every build due to the nature of how our class works. This tends to lead to some skills having to be under-powered in some specs and just decent in others.

We have to leave all bias ingame. We have to look at this objectively and try to get emotions out of it.

Here are the health values of the turrets:

Rifle turret 7470
Flame turret 8964
Thumper turret 11952
Net Turret 5976
Rocket Turret 7470

Auto Tool Installation Trait Heals 10% hp of turret every 10 seconds

Toolkit auto attack heals for 2.49% Throw Wrench 5%
Also you can trait that to double both.

PvE Depolyable Turrets is broken we know that.

Now that we have some of the facts. Let’s look at your suggestion and let me add to my original point.

Making Turrets scale with gear.
Well what we do know is without metal plating turrets take alot of damage(pure? needs more testing). With metal plating they have about the same defense as a light armor class. (Although this part needs more testing.) So if we made them scale with gear, would you remove the trait? Would the trait become Turrets scale with armor?

I personally dont think they would be very balanced if they were tankier than the player. So I would say the trait and your suggestion cant exist at the same time. I would turn the trait into your suggestion if it was me.

Also what about the many ways you can heal the turret. Have you taken those into account? This is where I see problems arising. It is hard to balance the turret with healing and without it. Either they are weak and only good if u fully trait them or they are good when you dont trait them and broken when you do. This is the point I was trying to make.

Base stats of turrets are already bad and dont scale so I dont think they need to be nerfed. No one takes turrets as their primary source of damage because of this. Most of the turrets but thumper have low hp so they drop very fast that is the best problem with them. Although if we made them scale with stats. It would be like fighting up to 3 different “mini engineer” with low hp. Which you can summon at the various different cd. Now imagine if when you managed to kill one of these mini engineers you are knocked back. The time you get there another has spawned. What if one of these mini engineer could blind….another could put you in a net turret… another could knock you back….

Edit: What if these mini engineer could be summoned by a boss engineer up to 900 yds away… :P

See what I’m getting at.

A plea to the developers for communication

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Im gonna play devils advocate here and say:

I think our versatility lies in the various combinations we can make utilizating combo field, kits, gadgets, elixirs etc. We have access to almost all the boons and effects. The cost of being able to do this is our ability to use those boons and effects are weaker. The cooldowns are long by design.

The good news is they can bring these things in line but slowly. As one small changes can have a ripple effect on the various combinations. It is better from their view to keep the cooldowns high and the effects pretty weak. So then they can assess which skills to buff later on based on matrix and player feedback.

For instance look at turrets. They may be weak on their own, but what happens when you combine traits with them that make them alot stronger. What if turrets were as tanky as ranger pets. Also lets say they had lower cd. The durability of turrets in a build where they explode and can be placed anywhere would be the same as the durability of turrets with no traits. It wouldnt make sense. As time goes on turrets will find a place and will be brought in line to where they can be viable. Although finding that place will take some time, judgng from Anet philosophy on changes and current patch schedule.

My Glass Cannon Engineer- WvW, PvE & sPvP

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Depends on your build. I saw that you invited me ingame. So I will discuss these things with you ingame.

Edit:

I said you might want to pick up flamethrower. If you read my post carefully it makes sense. No need to start a flame war.

The build Phu posted is solid.

(edited by NickDollahZ.5348)

My Glass Cannon Engineer- WvW, PvE & sPvP

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Posted by: NickDollahZ.5348

NickDollahZ.5348

So many things wrong with this build where do I start…

30 pts into Explosive without any bomb/Grenade/mine… why

Using Pistols without taking Coated Bullets…

Judging by how many Elixirs you have I’m not sure why you didnt go down the Alchemy tree.

If your going to go condition build you might want to look into Might stacking. This goes nicely with all the Elixirs you are using. So go 30 pts into Alchemy. Alchemy tree is one of out strongest trees.

No need for precise sights in a condition build. Vulnerability stacking only effects direct damage. You might want to pick up flamethrower as burn is the strongest condition and that kit has 3 ways to apply it. Also stacks might while your holding it with the 30 pts into Firearms tree which also give you condition damage… Also you get Precision to increase ur chance of procing more conditions.

Why are u running Rune of the eagle on a condtion damage build. Utility Googles arent useful for condition build either. Especially since you have Elixir B already.

Healing Turret Bug Question

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NickDollahZ.5348

Healing Turret scales with Traits only in PVE. Doesnt work in the mist. Fully traited gives only +9 per tick. All other turrets still don’t scale. So its best to change your statement to Healing turret scales.

Bomber effective PvE Builds...

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Backpack Regenerator doesnt scale with Healing power. Although having weapon stats scale with kits will help give us extra heal power that other classes enjoy that is true.

It is possible to use bomb kit in fractal and such but it takes way more effort to me. It is also very danagerous without other luxuries other classes have like stability, protection and aegis etc. This game isnt kind to melee players.

Bomber effective PvE Builds...

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I love using bomb kit as well. Although haven’t found a way to make it work in pve. Being melee is too dangerous.

Urban Battlefield best drops in the game

in Fractals, Dungeons & Raids

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Now if only I can find people willing to farm this place.