Showing Posts For Noha.3749:

If thieves had weaponkit skills!!

in Thief

Posted by: Noha.3749

Noha.3749

Well i get the point with it looking fancy on paper, but nah in reality imo.

To keep to theme of a new Thief weapon, looking at the weapons/skills we have in the game it would go down to Rifle, Longbow and maybe Axes.

If we look for something not yet implemented in the game then maybe ropes/chains of some sort, not the ninja kind.

If we look at utilities then maybe some kind of self-injected drug, similar to engineer elexirs, giving like superspeed and quickness for a short duration and similar effects.
Or maybe, something not quite like a kit per-se, but something that burns up the utility skill, grants you like the mentioned rope for a medium duration, with new weapon skills etc.. Think like how deathshroud works, shift into a new skillbar without affecting your choice of weapons.

I want a rope/chain utility skill that lets you temporarily pull yourself to objects, tie up people and set traps, along with a medium range auto attack. That would maybe make SB offhand less mandatory.

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Chronomancer is foolproof:)

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Posted by: Noha.3749

Noha.3749

Lets see how well it does compared to the not yet revealed specializations of the other professions. Hopefully its good enough in comparison!

By no means am i trying to spank the hype on the funny parts, but im a realist and i cant celebrate yet due to the fog of mystery ahead of us.

Who knows if thieves gets Death Shroud and Rangers longbow range.. Joke aside.

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Basilisk Venom bug or missing information?

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Posted by: Noha.3749

Noha.3749

Well i thank you Impact for putting effort into trying it out and taking your time to respond, really appreciate it.
Will be more selective with my B.Venom usage from now on.
Thanks again

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[New Players]WvW professions easy to hard

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Posted by: Noha.3749

Noha.3749

My Easiest to hardest list in Blobwars including efficiency with player effort:
*Necromancer
-They do incredible aoe damage, gather life force fast enough to handle a single roamer or two if they try to get to you + you are not alone in the backline, mobility is not a problem in a warzone, if you all lose the fight you go down with your melee train, thats fair enough.

*Warrior
– Just an extremely simple kit imo combined with highest armor and vitality.

*Guardian
– Like the warrior, minus the vitality.

*Elementalist
– Like the necromances except you cant really fend of a sniping thief/ranger/mesmer.

*Mesmer
– Its getting harder to be efficient down here, but you have plenty of utility and you are a relatively good sniper.

*Ranger
– Good and safe sniper, minus for being almost entirely single target unless lining up foes and excluding your single AoE ability.

*Engineer
– No matter build, you will do decent, but you are not as strong on anything except being able to do >everything< to a limited extent.

*Thief
– You are probably the highest hitting sniper out there, but being melee and that glassy, with survival relying on evades(dodges&evadeframes) and stealth (which doesnt save you from all the projectiles and circles of death) is hard due to not engaging an isolated target, everyone got friends in dem blobs running back to assist their backline.

For roaming its more simple, easiest to hardest, also including efficiency with effort :

  • Thief
    – Stealth, mobility and evades often lets you get the jump on an enemy & get away.
  • Mesmer
    -Stealth, some mobility, clones are relatively useful for distraction..
  • Ranger
    -Power rangers range, condi rangers durability.
  • Elementalist
    -Good healing, durability and mobility + AoE for 1vX.
  • Warrior
    -Mobility almost on par with thief, durable and high damage.
  • Guardian
    -Durable while able to go full damage, strong burst combo.
  • Engineer
    -Durable vs power only, good AoE and CC, decent mobility.
  • Necromancer
    -Relatively durable with full DS, can be hard to get Life force, bad stability and mobility though good damage.

Sorry for a long post.

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Why do people hate EOTM?

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Posted by: Noha.3749

Noha.3749

^ What above posts mentioned.
Although i do enjoy EotM, especially for roaming and messing with enemy karma trains.
I also like the existens of karma trains for when you actually need 100 badges or some karma, or for leveling up those few “boring” levels on some alt.
I did however, compared to alot, dont mind the lvl 80 geared gankers , it was challenging to survive if you got behind your train, and awsome when you managed to pull/knock that elitist roamer down a ledge to his death etc.
Feel the humiliation, elitist roamer, FEEL it ;D

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Rangers

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Posted by: Noha.3749

Noha.3749

Well to be fair Power rangers are a one trick pony.
As to you, great sirs Variety & Variety MkII, people complain more about condi when above a decent skill level, because condi have fewer weaknesess and applies stronger burst(condi) than alot of other condition builds out there, all while being very durable.

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Basilisk Venom bug or missing information?

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Posted by: Noha.3749

Noha.3749

Thanks for the quick reply,
but to clarify, basilisk venom should never be consumed in or out of combat if nothing is getting hit? Not counting evades, blocks, blinds and buildings etc.

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WvW Mesmer Build Critique

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Posted by: Noha.3749

Noha.3749

You get 100+ more condi dmg by going for dire stats instead of rabid due to the % gained from vitality by the nourishment consumable.

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Basilisk Venom bug or missing information?

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Posted by: Noha.3749

Noha.3749

Hello there!
To keep the topic/question short:

Basilisk Venom (the only venom i ever use) will, as known be consumed or “used up” if an enemy evades blocks etc. the attack.
However, when using it, you can stab around in the air without it being consumed out of combat, but sometimes in combat it actually gets used up by stabbing the air?

Thief is really not my most played profession, but i enjoy it when i decide to go for a few trickery hours. Maybe im just stupid, but i havent found a thread about it nor information on GW2 wiki on why it SOMETIMES gets used up by hitting non player/npc pixels (excluding block/blind etc)

Would be greatful for some help with this

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Rangers

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Posted by: Noha.3749

Noha.3749

Well, power rangers strength lies in long range burst.
Just like power thieves/mesmers strength lies in surprise burst.
Just like guardians/warriors strength lies in predictable burst but with backed up defence.
Just like engineers/elementalists strength lies in being adaptable.

Only thing id cry about is necromancer mobility & stability which isnt compensated for in reliable damage, or my own lack of reaction time and decisionmaking/patience in alot of scenarios.
And no im far from a necro main.

Every profession mentioned is summed up in a roaming scenario.

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So how long are Rangers allowed too.......

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Posted by: Noha.3749

Noha.3749

Rangers are good in 1v1 but weak in 1vX.
But so are many other professions and builds.
If they faceroll from afar they are glassy (at least most of em) and will die just as fast as they kill.
If they got massive conditions.. you might be in trouble actually..
However not so much if they are using trapper build.

I only find power rangers hard if its a rigged duel in an area with too much ground to cover and they start maxrange. Thats no big deal though, just like comparing a thief getting the jump on you while not being prepared, its their thing, its their area of strength.

Condition is a whole different story unless its a trapperbuild (which is incredibly weak to cc and will get worse.)

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My first roaming vid, D/D Thief

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Posted by: Noha.3749

Noha.3749

Liked it, thumbs up.
Also im jelly of that incinerator.

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Singled out for Destruction RIP Turrets

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Posted by: Noha.3749

Noha.3749

They already made the turrets scale with player condition damage, boon/condi duration and healing power (remember when healing turret caused that bugged regen? Fun times.)

As for engine limitations, well they couldn’t be crit or afflicted by conditions either but they changed that apparently.

The funny thing is, everyone acts like there was one overboard buff at the time when turrets became popular when the main buff was reducing their hitboxes and fixing the firerate. The firerate fix was a boon primarily for the net turret but in turn they then nerfed the duration. Heck, remember when rocket turret caused a 4 sec aoe burn? Or when rifle turret was bugged to have permanent double firerate when you overcharged it immediately. And Rocket turret had longer reach baseline. Its kind of odd seeing them turn from the prime joke build of the game (if you actually saw a turret engi you knew he was new and if anything you felt pity for him). Its like discovering that during the night the 5 mortar engi team has suddenly become meta and everyone want to slap a 5 sec duration on it because thieves are oneshotted by healing shot and shoutbows are reduced to a puddle by the might of caltrops. What happened? You would have thought they would be better earlier in the games lifetime when the Ai nature can be exploited to its maximum because people haven’t optimized their builds.

It feels really strange, like reading in the local newspaper that the blind, nice old lady next door has been revealed to be a bloodthirsty massmurderer.

Well the oldschool turreteers were.. something..
However the modern day turret(pre- nerf) builds probably crawled to its shimmering hall of fame due to the amount of sales on GW2 which boosted the new player population by quite a bit. Giving freshlings a way to dominate other freshlings, while better/more experienced players dominated about every freshling with the build. Which in result filled the forums with cryhard posts until the recent nerf. Even avrage-good players struggled against AI bunkers as if its some new raised star with alot of questionmarks to it, because it never really was common before they became the flavour of the month. Resulting in your posted scenario with the blind old woman being a massmurderer, you dont know how to react or how to go about. Whilst the resulting amount of increasing crazy old women made people uncomfortable to a degree they had to inject every old woman with tranqualizers. Now old women are no longer viable. They need to rework their teeth or something so they still scale with stats, the right way.

That was quite the extrapolation of my metaphor ill give you that.

Well to be fair i lost myself halfway through the reply.
I do however enjoy my mental picture of comparing turrets to crazy, old and bloodthirsty women though.
No offense to any crazy old bloodthirty woman being a murderer out there.

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Would You Rather F5 & Alacrity or New Weapon?

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Posted by: Noha.3749

Noha.3749

My vote goes for new mainhand weapon.
Like Pistol.
Pistol or AXE.. I´d love me a beautiful axe wielding butterfly pirate. Yarr.

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Singled out for Destruction RIP Turrets

in Engineer

Posted by: Noha.3749

Noha.3749

They already made the turrets scale with player condition damage, boon/condi duration and healing power (remember when healing turret caused that bugged regen? Fun times.)

As for engine limitations, well they couldn’t be crit or afflicted by conditions either but they changed that apparently.

The funny thing is, everyone acts like there was one overboard buff at the time when turrets became popular when the main buff was reducing their hitboxes and fixing the firerate. The firerate fix was a boon primarily for the net turret but in turn they then nerfed the duration. Heck, remember when rocket turret caused a 4 sec aoe burn? Or when rifle turret was bugged to have permanent double firerate when you overcharged it immediately. And Rocket turret had longer reach baseline. Its kind of odd seeing them turn from the prime joke build of the game (if you actually saw a turret engi you knew he was new and if anything you felt pity for him). Its like discovering that during the night the 5 mortar engi team has suddenly become meta and everyone want to slap a 5 sec duration on it because thieves are oneshotted by healing shot and shoutbows are reduced to a puddle by the might of caltrops. What happened? You would have thought they would be better earlier in the games lifetime when the Ai nature can be exploited to its maximum because people haven’t optimized their builds.

It feels really strange, like reading in the local newspaper that the blind, nice old lady next door has been revealed to be a bloodthirsty massmurderer.

Well the oldschool turreteers were.. something..
However the modern day turret(pre- nerf) builds probably crawled to its shimmering hall of fame due to the amount of sales on GW2 which boosted the new player population by quite a bit. Giving freshlings a way to dominate other freshlings, while better/more experienced players dominated about every freshling with the build. Which in result filled the forums with cryhard posts until the recent nerf. Even avrage-good players struggled against AI bunkers as if its some new raised star with alot of questionmarks to it, because it never really was common before they became the flavour of the month. Resulting in your posted scenario with the blind old woman being a massmurderer, you dont know how to react or how to go about. Whilst the resulting amount of increasing crazy old women made people uncomfortable to a degree they had to inject every old woman with tranqualizers. Now old women are no longer viable. They need to rework their teeth or something so they still scale with stats, the right way.

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Shouldn't our Portal skill have the red bar?

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Posted by: Noha.3749

Noha.3749

How brutal was the range nerf?
Its still able to take you from inside Stonemist Castle to outside outer gate (passing both gates), and it can still be used to help friends skip entire jumping puzzles..

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new in game worth rolling a mesmer

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Posted by: Noha.3749

Noha.3749

Mesmers:
Pros:
- FUN
- Challenging
- Unique playstyle
- Clones
Cons:
- Tagging in big fights
- Sometimes bad AI
- Predictable, need to level up jukes
- Not that comfortable IMO, i.e. Brainheavy vs brains

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Singled out for Destruction RIP Turrets

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Posted by: Noha.3749

Noha.3749

Jesus this is hilarious.
Firstly, Turret builds have never been strong outside games filled with freshlings.
Secondly, Yeah, maybe they were too strong vs beginners and deserved a nerf so people wouldnt feel completely exhausted and give up sPvP for struggeling vs turrets.

Another problem is turrets usability in higher-ups games, where they lack usability when they get outrotated, and now after the patch easily solo smacked by alot of builds.

(Quick note on thiefs + stealth;
Sure they can stealth alot, not permanently though, thiefs in sPvP dont go that far into shadow art traitline and leaps through black powder chew away at your innitiative, which means they sacrifice burst potantial to stealth. But yes, they will easily flee from most fights they wont win. Thiefs however are very, very active no matter build in sPvP)

My suggestion would be to make turrets scale with player stats.
Keep the condi dmg and crit vulnerability, just make them scale with your stats.
So if you go sentinel amulet, you get some tanky, though annoying turrets.
If you go damage, you will get some bursty but squishy turrets.
This would allow for more build diversity.

Imagine SD builds which usually uses a rifle turret almost only for the toolkit skill – now they can actually put it down to pump out some decent-good damage.

Imagine 2kit condi builds using the flame turret, now they can possibly skip Incindenary power for the toolkit active + they have a decent condi bursting turret.

Imagine decap engineers coming back bringing a relatively tanky thumper turret, now with a stun-break + an utterly annoying cripple + knockdown.

Imagine when mortar kit gets live, with a rocket turret for additional range havoc.

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Duo Partner with Warrior

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Posted by: Noha.3749

Noha.3749

For Medium Armor:
WvW:
id say either engineer or thief would rock your boat, if roaming is what you are interested in.
Both can stealth the party, engineer have way more CC, thief have way more mobility and burst but are squishy.
If warrior is using a hammer and engineer a rifle you are up for a show of perma stunned, knocked down enemies etc.

PvP:
Engineer outshines thief in 2v2 & 1vX scenarios due to naturally more durability and cc.
Thief is however a much faster roamer and can +1 fights insanely fast.

PvE:
Thief brings stealth so you can skip parts, blinds and great single target dmg with daggers, along with good cleave with sword + pistol damage with pistol whip.

Engineer will with tiresome buttonmashing brings alot of vulnerability, and decent-good dmg. Can also stealth but not as smoothly as a thief.

Summary of medium professions (in the summary i include ranger for some reason):

Thief: fast paced, incredibly good mobility, intense. Brings stealth and alot of single target dmg allthough fragile.

Engineer: Can do EVERYTHING to a certain degree, however you will break your fingers with kitswaps and granade spam. Probably most CC in game. Durable.

Ranger: less damage than thief, not as intense, easier to learn to do relatively well with. Longest range in game, can build to be extremely durable, avrage CC. Doesnt bring so much to a team compared to thief blinds, stealth skips and damage etc, bad AoE.
Dont get me wrong though, Power ranger deal great single target damage at max range & Greatsword Maul hits like a truck. Condition builds are also very tanky with a great amount of bleeds.

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Engineer Preperation

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Posted by: Noha.3749

Noha.3749

Gather and refine materials…
Also, enjoying celestial and hope for the best when HoT arrives.

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Power, Cond Dmg, etc

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Posted by: Noha.3749

Noha.3749

If you prefer to use pistols, then condi is the way to go.
Best combination for roaming etc. with condi is a mix of Dire and rabid pieces.
Its quite important to get atleast 30% crit chance though so you can relatively reliably apply Incindenary Powder.

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Celestial Stopgap

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Posted by: Noha.3749

Noha.3749

As a full Ascended Celestial armored Anything, if you try to max Zerker stats by switching out trinkets and weapon, you will lose out excatly 176 Power, about 3-4% crit dmg and crit chance.
However, what you lose out in power, crit & ferocity you gain in all other stats.
Making you a bit more tanky, boosting your condi a bit and also your heal.

Same goes for when trying to go condi with celestial armor, what you lose in condi, you gain in all other stats.

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Ele or Necro

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Posted by: Noha.3749

Noha.3749

ELE:
+ Everyone wants you in team.
+ Can build as a fancy, durable roamer with ok dmg.
+ Can build as a meganuker with 0 surviveability.
- Locked range due to no wep swap.
- You need might to be efficient with most builds
- Might got nerfed
- No easymode builds if you want to play relaxed.

Necro:
+ Can do well with both power and condi builds
+ Incredible power damage in deathshroud and lichform
+ naturally tanky with deathshroud
+ Spectral walk is addicting
+ Very efficient in WvW in blobwars
- Very bad stability
- Very bad mobility
- boring animations
- Long cast times
- Not very useful in dungeons

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Engineer Skills, Traits and Builds Discussion

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Posted by: Noha.3749

Noha.3749

The only thing im worried about is if they nerfbat my recently crafted ascended celestial armor -_-
And besides, i see the granade change to be a buff. It was most useful in relatievly close quarters anyway. and 3 granades being baseline is awsome.

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Thief's Appeal

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Posted by: Noha.3749

Noha.3749

Intensive, highly mobile dagger/sword/pistol/shortbow wielding glasscannon.

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Black Powder/Heartseeker/Steel Combo?

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Posted by: Noha.3749

Noha.3749

Mug doesnt cause it to fail…
You could in theory fire a bazooka the quarter of the second at the start of heartseeker and still get stealth…

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Flamethrower Serker ?

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Posted by: Noha.3749

Noha.3749

Auto attack is worthless in PvP, but your 2 hits hard, your knockback is efficient, and blind is always nice
However dont sit in it too long.
Edit- Just read that you were talking about PvE, then i would say its.. possibly worse, unless you dont have friends with you that need might but cant deliver it themselves.

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[sPvP] The Zombieneer!

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Posted by: Noha.3749

Noha.3749

I made a few adjustments, keeping the same theme, not changing the gameplay, but overall more damage for power and condi based attacks
http://gw2skills.net/editor/?fdAQFAUnUISfWWeFWYB5XGhtQGd53jF5xqfsRAA-TJRHwAf2fQwFAAwDA4YZAA

Changed that 1 trait from inventions to explosives for IP (burn on crit)
Changed Speedy gadgets to Leg Mods to reduce CC on you.
Also changed 1 sigil and your runeset to benefit your damage options more.

Dont get offended, its just a friendly advice to improve your damage without changing playstyle

@Mister Fluffkin, yeah i missed that part, however dealing more damage with both Power and Condi + CC resistance would compensate for 8 seconds shorter CD on heal, IMO

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(edited by Noha.3749)

[sPvP] The Zombieneer!

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Posted by: Noha.3749

Noha.3749

First of all, it DOES really look fun, its something new.
However, as many stonefaces will tell you its not as viable due to relying on very situational events. But FUN for pugs for sure!

A tip though is remove speedy gadgets from your traits, you dont have any gadgets, and toolbelt skills doesnt rely on gadget CD reduction!

Respect for trying something unorthodox though

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Engineer's Appeal

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Posted by: Noha.3749

Noha.3749

Steampunk with BOOMZ, CC and hilarious tricks!
Also, Wrench > Swords/daggers <3

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Help me figure out your weakness/-es :)!

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Posted by: Noha.3749

Noha.3749

thanks for all the answers fellas, i really appreciate it
Keep it going if you got anything more to share!

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Help me figure out your weakness/-es :)!

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Posted by: Noha.3749

Noha.3749

Hey there, im a regular player who possibly lacks hardcore gametime, but have perhaps too much time reading, theorycrafting and gaining knowledge in other manners.
You know, being a father and working at a desk allows me to read ALOT, but lack gametime when home (that was not a complaint).

I play everything except Ranger and Guardian, and i struggle against the former (Ranger) when facing an experienced player. Both power (not the 100% glass builds) and condi builds.

What do you have trouble with, with your power and/or your condi builds?
I know power usually lacks condiclear. So does condi

What situations, builds and “typical” examples do you find hard?

Help a fellow player improve ^^

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Need help with gearing my d/d ele wvw roamer

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Posted by: Noha.3749

Noha.3749

Id suggest Celestial armor, since if you all of a sudden want to go full berzerk you can replace your trinkets with zerker, and ALMOST get the same amounts of damage. Same applies for condition specced and “bunker” specced.

Celestial armor lets you have the same armor everywere if you just change traits and weapons, and allow you to “almost” play decided role to its full capacity.

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what would be your perfect premade team

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Posted by: Noha.3749

Noha.3749

Actually i would love to see something less meta.
Say, maybe:
-Decap Engineer
-Bunker – Sentinel Spectral Necro
-Phantasm Mesmer
-Terrormancer / Condi Mesmer
- Power Ranger

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How to play Scepter Focus Burst Ele

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Posted by: Noha.3749

Noha.3749

It is in the video. Decent video, but i would advise against scholar runes.
For reason most of people know.

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[Video] D/P Teef Montage PvP (feedback)

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Posted by: Noha.3749

Noha.3749

Well, you are a great player. Only thing i notice which isnt weird at all when not “maining” a thief, is that you lose track of yourself sometimes, at least what it looks like.
However you are a great player, your knowledge and decisionmaking will get you far no matter what you play!

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Medi-Engi

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Posted by: Noha.3749

Noha.3749

Im sorry dude, i dont mean to be that guy.. But i wouldnt ever find your suggested build useful in any scenario outside someone intentionally trying to ruin/ kitten someone off..
Its a great thought, but it sadly wont be efficient enough anywere..
In PvE dungeons a few attacks from a single scrub mob would outdamage the heals by far..
Maybe there is some quest(heart) somewhere where it might be fun to try, where healing is.. a possible solution to get anywere in the quest..

However, as long as you have fun, its fine, as long as it doesnt affect other peoples fun too much..

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Engie Hammer Wishlist

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Posted by: Noha.3749

Noha.3749

My wishlist?

Make Engineer hammer a relatively good scaling, high utility power weapon which is not as reliant on 2kits+ for utility and adaptability.

Suggestions:
- give it some range alteriative. Thinking of some charge up system
Almost like Elementalist scepter earth 2.

- Make the main attack relatively strong, and maybe make one of our skills a steroid, which maybe gives us movement speed and some form of faster autoattack? Would be fun to experiment with traits not locked into speedy kits for swiftness.

- Maybe a reversed overshot? You use magnets or whatever, rocket like function to jump/blast yourself towards your enemy, knocking both yourself and your enemy down for a short duration.

Summary example:

Passiveish effect of hammer: Charge/gather bolts/scraps overtime in combat. No bolt/scrap decay out of combat.

1. (Melee) Regular relatively strong attackchain, third hit charges the hammer with bolts/scraps of whatever.
2. (Melee/Range) Shoot your bolts/scraps at your target, if no bolts/scraps avaiable, you will perform your last attack in your skillchain (from your attack 1) to charge a few bolts/scraps.
3. Inventors Madness ~ Gain swiftness(15s?) and a short duration of quickness(3s?), drop proxy mines over the duration (of swiftness) while in combat.
4. Rocket boots wannabe, although require target. Knocks both yourself and your enemy down briefly upon impact.
5. Launch your foe, if under the effect of Inventors Madness, Allow yourself to pull yourself to your foe using the magnetism(or w/e) of your hammer.

I would love to see the hammer engineer jumping into a fight, isolating a single enemy by ramming them with their hammer/head/whatever (skill 4), going berzerk (3) and launching them away from their teammates, jumping after shortly (skill 5). Leaving a minor trail of proxy mines (weak but they add up) in his wake to discourage chosen foe to run back the way he came from. To finish of the fight he/she unloads all the gathered stacks of bolts/scraps, either from range or melee on chosen foe.

I find that engineer lacks aggressive play, so i would love to see a melee, control heavy madman launching and throwing himself after his foes. Combine that with some fun, rarely used gadgets, and maybe the toolkit since it would add up the aggressive playstyle in combination with a mad inventors hammer.

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Good WvW roamer?

in Players Helping Players

Posted by: Noha.3749

Noha.3749

Warrior is easy to learn, however not very fun IMO. Good duelist most of the time, but kind of predictable. good 1v1, sometimes 1vX.

Ranger is easy to learn, with a few fun builds (condi variants), Good duelist unless full zerk. good 1v1.

Thief is easy to escape with, but hard to play properly (unless you got the mindset), fastest but squishiest roamer, good 1v1.

Everything said is IMO.

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Fresh level 80 necro . . . now what?

in Players Helping Players

Posted by: Noha.3749

Noha.3749

I got my full exotic zerker gear transmuted to cultural T3 Sylvari armor with the darkest of dyes, combined with toxic shoulders and gloves and black feather wings.
I feel awsome, and look awsome whenever i play him. And spamming 1 in DS on a tanky butt warrior cosntantly hcritting 4-5K through all dat toughness feels amazing.

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Charr/Sylvari Warrior For WvW / Roaming?

in Players Helping Players

Posted by: Noha.3749

Noha.3749

Big furry charr is more scary than a glowing humanoid plant.

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Yet another noob... class suggestion?

in Players Helping Players

Posted by: Noha.3749

Noha.3749

If you wanna break your fingers but have incredibly fun, play engineer!
However that applies only if you like the steampunk feel to it. And like boom boom.

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Engineer or Warrior?

in Players Helping Players

Posted by: Noha.3749

Noha.3749

In my opinion, i can say that out of all professions i have (all lvl 80 except guard and ranger), i enjoy Engineer the most of all of them.
They can feel a bit clunky from time to time and CAN be tiresome if you use granades alot. However, they are incredibly FUN.
They are best at nothing except being able to do EVERYTHING to a certain degree, and maybe arguably have the best CC (crowdcontrol) in game with knockbacks, pulls, stuns etc.
As much as i loved my warrior though the first few months once i were new to GW2, i can never, i literally mean never – ever go back to play him. Just because of how simple and exremely forgiving they are in my opinion. You will however run across Warrior Loyalist claiming they are the hardest profession in game. Which in my and most non warrior mains claim is false.

Im not saying engineer is the hardest prof. to play, but they are amongst the hardest acording to probably most “Polls” that have ever been made in GW2 regarding the question.

Quick summary:
Engineer:
- Incredibly fun, you have the most tricks in game.
- Can be played as any role, however “not best” at any of the main roles.
- You will break your fingers if you play with granades too much.
- You will feel awsome when you understand the prof. and starts dominating.
—— Dont EVER play full turret build, it goes against everything Engineer is supposed to be. Its a no brain build that stomps bad players without any actual skill. —--

Warrior:
- Very much damage if specced for it
- Naturally Tanky with highest base HP and heavy armor.
- Most groups will love having you in any situation.
- Fancy Greatswords…
—— I find it incredibly boring to play Warrior, with only 10 weapon skills, a passive heal and a single “unique” profession ability. You will learn the profession very fast, and acording to ME, you will master it very fast if you got some knowledge about the game and other professions. Just not fun at all in my opinion. —--

Hope no one gets offended since its only MY opinion of my experience. But i hope it was helpful in some way.
Hope you find whats best for you

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Wup Wup!

in Engineer

Posted by: Noha.3749

Noha.3749

forgot to say but im mainly WvW oriented,
and i know the difference if you want a focused build but with celestial armor it will differ 173 power, a few % crit chance and dmg, but more on everything else..

So well, who would you say makes most use of the stats and able to switch builds more freely?

AND WHAT LOOKS MOST AWSOME IN YOUR OPINION
Cele Charr Engi vs Cele Sylvari Elem!
Fashion fight GO!

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Wup Wup!

in Elementalist

Posted by: Noha.3749

Noha.3749

and i think 2140 vs 2313 power is decent since you get more of other stuff, and are flexible enough to go condi dmg too if you only switch out wep and accessories, with a similar result, which is a little less condi dmg but with more of other stuff to compensate..

Everything is calculated without runes and sigils, and random 6.6.2.0.0. traits on both elem and engi.
Switching our everything except armor seems.. to me quite good actually, the difference if you are focusing your build outside of the armor seems good minimal,

and i mean 2315 power (celestial armor with zerk accessories + wep + power runes) is still able to fill out a dps slot quite fine.. i think?

What do you think seeing the numbers in front of you?

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in Elementalist

Posted by: Noha.3749

Noha.3749

but it only differs 173 power, 4% crit chance, 6% crit dmg on set with full celestial armor vs full berzerk. Meassured with Zerker accessories and weapons in both cases.

however you gain 156 more armor, 1560 more hp, 156 condi and healing in return..

So to break it down, its 173 power vs 156 armor, 1560 hp and slightly better condi and healing..

Sure almost 200 power is vital in PvE, but in PvP/WvW you get more of everything except just that power, (the crit chance and damage differ so little so im not counting em)

80 Everything except Ranger & Guardian.
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in Elementalist

Posted by: Noha.3749

Noha.3749

@Bluefox ,
you dont think its because you just got bored of it that it feels “out of style”?
And there havent been a change to celestial, allthough might stacking got a bit hit.. which elementalists surely relies on more than engineer though.

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in Elementalist

Posted by: Noha.3749

Noha.3749

I already got most stat combinations except celestial on both my elementalist and engineer, and it is celestial i want to get next just cant decide on who i want it on!
thx for reply though

80 Everything except Ranger & Guardian.
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in Engineer

Posted by: Noha.3749

Noha.3749

Oh sorry for leaving out some information,
I already have exotics of all combination except celestial on both my elementalist and engineer!
And it really is the ascended Celestial i want so thats what ill get ^^

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in Engineer

Posted by: Noha.3749

Noha.3749

Hello there fellow rockstars, lovers and friends!

I have a question regarding the making of my Ascended Wup Wup (Celestial) armor.
I Love my Engineer, i really do. However, i love my Elementalist equally much.
Not sure who deserves the armor the most. You know, who deserves to be most complete. I know the stat difference is minumum, its still bothers me though. Feeling complete is awsome.

Ill go straight on and give you my opinion.

My Elementalist looks flashy, is a Sylvari male which makes most armor look awsome, and the ascended will look even more awsome than he already does. However, for anything except roaming in WvW ill be using Zerker, to my despair. I got my Ley Line daggers which i will pair with the ascended look which would make me feel awsome.

However, my engineer is actually ALOT more fun in short periods of time, gets very exhausting and sore fingers after playing it for longer times at a time. Also he is a Charr, which makes alot of armor, including the ascended skin look lousy and.. just worse than other skins. AND, on top of that i really need a new rifle, currently using the charrzooka for Lore reasons, which just recently started bother me. However i feel better using Celestial engineer if i go with the WvW blobs than on my elementalist for unknown reasons.

Outside of the bothers and love of the professions ill also mention that ill be roaming with a guardian or ranger friend.

Also, kitten those Crystal quartz.

Thanks for any potential help!

80 Everything except Ranger & Guardian.
Theorycrafter & trickster.
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