Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
(edited by Novuake.2691)
IT’s on “using a healing skill”, which in the past has typically meant equipping the med kit or using the bandage self tool belt skill.
I imagine there’s an ICD attached to it, although I don’t have any information handy that references what it is (I’m guessing 10-15 seconds).
Historically any on heal traits, see current enhanced performance, only procs on the actual number 6 skill, so the kit swap, NOT on the bandage self.
I assume there will be an ICD associated with it, even 5 seconds will be fine.
EDIT : Just tested it to be sure. This is the case, bandage self F1 toolbelt does NOT proc on heal traits pre patch.
OP, and no it won’t be constant, it will likely be on swap to medkit on an ICD.
(edited by Novuake.2691)
so apparently, only the defensive stats are getting nerfed? i thought the problem with the kitten thing was that it gave too much offense. they should have left the defense and reduced the offensive capability of the ammy. all the esports people are pretty much gonna keep using cele. will the buff to other “pure” amulets make up for this?
The gap is smaller, but still substantial.
The major thing that will keep it in line is the effectiveness of condis, condi duration nerfs and boon duration nerfs.
You will need to invest a lot more for condis to hit near as hard as they do now when using cele.
IP is getting a substantial indirect nerf, keep that in mind.
I don’t even think it deserves grand masterstatus.
As for the rest, I was actually considering dropping Explosives for more support potential, but it will be at a major power dmg loss.
Alchemy and firearms(for the extra crits/bleeds/burns and reduced CD on rifle) are a must though, and lets say explosives too(for the meta build, since it won’t go into inventions as I will be doing straight out the gate after patch.
I would drop the backpack regenerated for inversion enzyme, which will help you benefit more from 20% increased boon duration. Super elixir will more than make up for the loss in sustain.
News flash, vigor traits got nerfed for other classes as well and they rely on dodges more than engis do.
Getting 700 condi dmg, even with celestial amy is not THAT hard, might stacks say hi. Inb4 you will try to tell me that engis can’t get might stacks.
Weither you take IP or not is your choice, doesn’t change the fact it procs from any fart engi makes and does high dmg.I didn’t say engis get only buffs but they do get buffs where they didn’t need them for wrong reasons (class unpopularity). I dare you to claim that engis are/won’t be too strong (compare rangers, necros).
Oh and the biggest bs was that dev running to QQing engis 2 days after preview to inform them that speedy kits change got reverted. Good thing that other classes that had way worse issues than lack of access to perma swiftness got ignored for years~
There clearly is no reasoning with you.
Cheers.
1. Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
2.. the tooltips lie. the tooltips are based of the old values at release. which was average weapon damage vs a 2600 armor target. with average kit strength of 923. the weapon kit range was 872-969.
3. that damage range was very low. making many kits underpowered, when not enabled by ridiculously op traits. (grenadier/steel-packed, looking at you)
With the introduction of ascended gear, kit damage would have fallen even further behind. A change was made.4. Currently, kit weapon strength DOES scale with your equipped weapon. with 1 handed weapons, it takes the highest tier. so you only need 1 ascended pistol, to get ascended kit damage for example.
I have never seen the exact values posted. Really bizarre the lack of transparency here. I personally did rough testing.I believe ascended kit weapon strength is around 1017 average .
Fine is around 731 average
Rare is around 867 average
Exotic is around 974 average.Again, tooltips lie, and will not show you a change in damage swapping out weapon quality. but go attack something, and the damage you deal is clearly different.
Your flamethrower will CLEARLY deal substantially more damage with an ascended pistol equipped, then if you had a blue one equipped.
If I am not mistaken all kit damage was standardized to Ascended dmg at level 80 to avoid buggy behavior.
Unable to find the source however.
For good builds to emerge.
I give it a week tops for engi/warrior/guard/thief/ranger/necro(assuming they get any good builds).
Much longer for mesmer and ele.
Yeah HGH is looking to be real good.
Here is a overexcited post I made earlier on reddit.
Well kitten.
HGH might be coming back… Dear lord that might upkeep!
And with mortar kit, nades and the rest elixir you won’t even be losing out on much.
The old HGH you had to.give up superior heal and a defensive/utility kit.
EDIT : HGH build…
Rifle, Elixir heal, elixir S, elixir gun, Elixir B/grenade/toolkit and Mortar kit… My my I am excited! AND THE BOON DURATION TRAIT!!! I’M SO EXCITED AND I JUST CAN’T HIDE IT!!!!
EDIT : Hmmm cele might not be the best choice here as you won’t be applying that many condis, knights maybe, or you swap rifle for pistol/shield, which obviously will cost you some power based damage but gives you shield to replace Toolkit with more hybrid based kit like nades…
All kits assume you are using an ascended weapon of your chosen weapon stats.
Vigor affects all classes…. so in sum it is hardly engi nerf, in fact classes relying on dodge (see thieves, mesmers, eles to extend) got hit more by that change than engis imo~
Define less condi dmg? You got IP which is old dhumfire on steroids~
Speedy kits got reverted as far as i know~
See you don’t understand Engi, root of the problem with most people.
Let me explain.
Changes to Vigor effects all classes however engis access to is has been nerfed.
Invigorating speed and speedy kits is the best source for vigor on engis, when you GAIN swiftness, you gain vigor.
Speedy kit(after patch streamlined kits) now applies 10secs of swiftness every 10secs on kit swap.
The new one applies 20secs of swiftness every 20 secs on kit swap.
So in effect you can apply 5 seconds of vigor every 10 seconds to yourself on kit swap, this was increased by 20% boon duration in the alchemy line as almost every build ran at least 4 points into it and could be boosted to 30% boon duration if you went deeper into alchemy
With the new changes you can apply 6 seconds of vigor every 20 seconds + 20% duration with the minor trait Alchemical Tinctures.
So prepatch you get around 6ish seconds of vigor every 10 seconds.
Post patch it will be 7ish seconds of vigor every 20 seconds.
That is going from ~60% vigor uptime to ~35% uptime, almost half as effective.
In short, swiftness won’t be applied as often and thus vigor won’t be applied as often.
Now for IP.
With the condi changes if you are not investing in condition damage you are not dealing near as much damage as before, i think they said you need 700 to be as effective as you would have been on BASELINE burning damage when you compare 1 stack vs 1 stack.
The new IP applies 1 stack of 4sec burning every 10secs.
The trait also is moved to a grandmaster competing with a much better options for cele engis, modified ammunition and juggernaut, which are both better traits all considered.
Now with all this in mind, do you still think Engis are getting only buffs?
(edited by Novuake.2691)
Coated Bullets is SUPPOSED to be baseline. So if it isn’t that’s probably a bug.
I don’t agree, if they pierce ALL the time you won’t get the explosive AoE bleed off unless you are firing at max range. Which is just poop, just like Deceptive Evasion it should be opt in only. Or at the very least a firearms minor.
And as Drath.4750 said, its still not worth using. ANY other kit autoattack is better, even elixir gun or toolkit.
i am just curious how long they gonna buff engis for wrong reasons~
Sigh, so less dodging is a buff?
Less condition damage is a buff?
We got more power damage, sure, but these have specific conditions like above 90% HP and for amount of conditions on opponents.
We got more support potential, but are you really going to whine about that?
All classes got buffed in many ways and nerfed in others.
For one we CAN NOT comment on these things until they are out and tested.
Two, people tend to see only the buffs their most hated class(yes, you hate engis, you have made that VERY clear with your post history) received.
The vigor and invigorating speed/speedy kits changes is a MASSIVE nerf.
Been trying to spell this out to a few people today.
The condi effectiveness is a MAJOR nerf.
I don’t even think IP is worth it as a grandmaster anymore.
5seconds of a less effective burn on a 10 sec CD? Kitten no that is crap compared to modified ammo and even Juggernaut.
Yes most of the “spells” are kinda bad. But think of them as freebies for taking speedy kits(despite the fact it’s a nerfed version of speedy kits).
The elixir gun, mortar, toolkit effects are pretty decent for free stuff. You probably won’t be able to control them with a 20s icd. But you get the IV buff icon so you at least know when they will occur.
They won’t be an extra in 99% percent of cases, there is no incentive to take this trait beyond perma swiftness which is GREATLY outclassed by mecha legs, hell even invigorating speed is useless if you rely on streamlined kits.
CONDITIONS DO LESS with that low of a condition stat.
Meaning no matter what the math, without checking if condition stat will even be of use without major might stacks (15+ which are not easy to maintain) there is no way of telling how impactful any stat change is.
This game is far from linear, stop looking at it like it is.
Stop comparing apples to ponies.
Play SMARTER. That is all.
Conditions will be less effective if you are under 700condi dmg post patch.
I also believe the difference used to be around 36%, not 28%.
The vigor changes will also change things up, stop whining.
Hahhahahahahh this thread. WOW!
Darksteel still complaining about engi is classic too. Boy was he vocal about turrets. Now its engi in general.
Grenades are good, I will give you that, but its not broken and you have tons of options to avoid it “at their feet”.
Shouldn’t you start by nerfing the value to perhaps 75% and allow players “test” from there? Going from 100% to 50% seems a bit extreme does it not? Is the goal to butcher the value and steadily increase it to “work as intended” so people will not complain about vigor constantly being nerfed?
Because they wanted to give engis more dodges than other classe hence the 50% more endurence regeneration trait.
LOL…
The vigor nerf and speedy kit changes directly nerfs how much an engi can dodge.
They will dodge a hell of a lot less post patch.
Its not cumulative, so engis will NOT get +100% endurance regen.
And their access to vigor has been nerfed substantially.
Also that trait always existed.
The same stats means an easier game to balance, which ultimately is best for everyone.
Sorry :/
boring.
everyone would run most effective amulets and the rest will gather dust.
not fun.
Or you know, they could balance the amulets and try to give incentive to use them… Like they seem to be doing with Healing Power…
You are trying to patch a problem instead of fixing the root…
I honestly do not see why this should happen?
It is customary to START the discussion.
you know there is a food that gives +40% endurance rgn and might on dodge right?
Food isn’t possible in PvP.
I also am not a fan of food in general.
Run without it when I roam.
I am sure its not additive either. so 50%+40% does not mean you have 90% endurance regen.
I use it as a distraction sometimes or place healing turret behind me in a fights – with autofixing I didn’t have to really pay that much attention to it, but with this new patch… kitten the classes trademark I guess…
Kits dude, not turrets, are an Engi’s trademark.
Turrets are pointless. Stop using them.
Hi guys.
So I have never really used adrenal implant for endurance gain because of the investment it required and the amazing effectiveness of InvigSpeed and SpeedyKits.
Now I have done some testing in preparation of Tuesdays patch and its seems Adrenal implants does not seem to work?
I have tried this in combat and out (in HotM).
Can anyone confirm if it ever improved their endurance regen?
Also does this passive stack with vigor now and will it after patch?
Is there a maximum vigor gain as with swiftness and movespeed?
(edited by Novuake.2691)
The supply definitely is too low.
But the recipes are not popular so its not that bad.
Yeah I think I agree. 75% would have been a good start to see how it goes. Half as effective is just going to make Air/fire and similar very oppressive.
No, this is a GREAT change. They just need to now apply this to Fire/Air/Geomancy. Nerf them to the ground and we can actually start playing a decent game.
To the ground, no, nerf yes.
Yeah I think I agree. 75% would have been a good start to see how it goes. Half as effective is just going to make Air/fire and similar very oppressive.
Pretty much everyone here agrees engi > all
https://forum-en.gw2archive.eu/forum/game/pvp/Who-won-the-balance-changes/firstAoe moa, blast on dodge, buffed elite skill that was already very strong, a buff to those ridiculous grenades that were far too strong already. List goes on.
They moved Incendiary Powder to GM, but I fail to see how they nerfed it: “Incendiary Powder: Your critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.”
And considering how much of a buff mesmers received, that’s saying something.
IP requires a sacrifice of other Firearms GMs.
Also with the coindi changes, 1 stack of burning does LESS damage and requires a hell of a lot MORE condi investment to gain even similar results as the current in game IP.
Engi is getting buffs in some places(mostly for power based builds), while getting decent nerfs to hybrid and minor buffs to condi because of vuln mostly.
Mesmers received amazing buffs and they needed it, hell boon running builds on them are not bursty anymore and rely less on invis, they are downright close to current DD ele levels of booning(PU), although less controlled than ele.
Necro looks like it might still lag behind, I am not the most experienced with necros however, so can not say to much about them.
Thief received some really nice buffs too, although they received nerfs in burst most likely because they will benefit ridiculously from the stat changes. The steal QoL change already is a significant buff.
Warrior is a tank MONSTER now without giving up much power potential, yes more than before. Significant condi improvements too.
Guard I am still on the fence about, support got a buff, and medi got some more options, but generally they look the same from power based perspective and better for condi.
Ranger, meh, traps and condi. Not great.
Ele received MAJOR nerfs to hybrid. Some power buffs, but due to their rediculously low toughness and vital, power builds will still be very niche. I see them running into condi focused hybrids.
I run a Dire/Rabid WvWvW Roamer here, and I’ve set up a specialization set that I think will work pretty well.
http://dulfy.net/gw2traits#build=AgEBeAKcBZQ~
I’m thinking of replacing tools IV with tools VI for the extra blast/vuln, but it’s hard to say “No” to Speedy Kits.
I feel like Tools might become the must-have specialization for Engineers. It is such a powerful traitline…
Edit: I am also thinking of switching to Runes of the Krait to further buff my bleeds.
Your build seems a bit powery…
No chemical rounds?
I feel tools is better for power and toolbelt focussed builds like SD.
Oh and runes of the antitoxin is REAL strong in WvW for condi builds. In PvP I still think balthi is best.
(edited by Novuake.2691)
This is for weapon and armor currently – weapons use the same recipe as armor to stat change except they use inscriptions to allow you to change instead of insignias.
Alas yes it does destroy the runes and sigils in the item, the mystic forge doesn’t currently have a way to allow us to do this kind of stat changing without it working that way.
Also: Shout out to Matt P and Linsey who did all the hard work to make this possible
Yes, thanks to all of you!
This allows a work around for Zealots gear and its price.
Or am I understanding it incorrectly?
Hmmm didn’t even think that ticks on bomb fields would count for vuln stacking or shrapnel. Will have to test it after patch then!
keep in mind that vulnerability also will increase the dmg you do with condis in the future.
The explosives line is awesome for power-builds, true, but it bares great yield-enhancements for condi-dps builds as well. And all the blast-finishers in that line are already enough to make it worth (but luckily not required) for all kinds of builds.From a condi-build POV:
explosive powder keg gives you more triggers for shrapnel & steel packed powder.
steel packed powder gives you vulnerability on hit, and therefore condi-dps increase
explosive powder gives you cc’s, that condi-builds still need
grenadier gives you more reliable nade-hits
aim-assisted rocket gives you more shrapnel & steelpacked powder procs (and possibly a knockdown every 10sec, if it copies the rocket-turrets overcharge / reasonable replacement for grenadier if you decide against running nades, even without the cc)
Short fuse gives you reduced cd#s on your bombkit condis, and more reliable hits
siege rounds gives you longer lasting fields with mortar, and more blasts.
thermobaric reaction gives you blasts on dodge
and shrapnel gives you bleed and cripple, but still not completely outshines the other grandmasters since it will not trigger often without nades, and its competitors are quite powerful.So yea, the explosives line gives you juicy support for bleed-stacking and aim-assist when it comes to condi-bomb and nade builds, along with high vulnerability-stacking, that further increases you condi-dps now, and a decent load of blasts.
Thanks. That set my mind a little at ease.
However there has always been a divide between condi bomb and nades, nades being better condi application and damage and bombs being more utility, but the changes make that divide even bigger.
Guess its just a preference thing, ill miss 12 stacks of confusion every 18seconds on bomb/TK and pistol.
Grenades is still one of the best condi weapons.
Vulnerability is great for condi builds.
Explosives line helps to stack vulnerability and the grenade kit.
I see no problem.In PVP, bombs have always been crap because you cannot hit anything with em.
Maybe this will change with the faster explosion timer but who knows.
The vuln stacks won’t be that great with bomb kit, Steel-Packed Powder is definitely balanced around nades because of 3 per attack.
I see your meaning though.
It was not broken. It is an intended functionality.
Hi fellow engis.
I am a little miffed about the explosives line and its synergy with condi builds. Only 1 trait really synergizes well with it, Shrapnel. The grenadier trait can be nice I guess if you are running nades, but for bombs you end up investing pointlessly in this line other than the bomb recharge and shrapnel. Every other trait only benefits power based builds.
So I guess bombs are being pushed into a power/hybrid direction.
Thoughts?
I am trying to figure out a kitten condi bomb build but struggling to optimize it.
Thank god! Would not have touched it if you had not increased the duration!
Thanks Irenio.
in Guild Wars 2: Heart of Thorns
Posted by: Novuake.2691
I am sure if ANET adds a good template system it will sate the masses.
I am also a little upset with the pricing model but would be happy if just this one simple thing would just happen.
Even if released pre-HoT. Even better.
(edited by Novuake.2691)
yup had a lot of fun on Revenant last night. As you say those traits that work on dodge are OP. Stability on dodge, Retaliation on Dodge and then Might when struck while you have retaliation….lol
And the sustain was amazing. Heal when condition applied to you, heal when struck. heal yourself when using a skill that has an energy cost (which was all of them i think!)
Then the Axe/Mace combo was pretty neat i thought. One skill was a fire field and another was a blast finisher. Both on short cooldowns. So MORE might stacking!!!
Im looking forward to making a Revenant when HoT is released.
The class was definitely tons of fun with a lot of neat combos and synergies going for it!
The hammer was a bit underwhelming since they have 2 short CD blasts, but 2 problems with it.
1. They are at range.
2. Limited self made fields to combo with.
Rev traits are half-finished in the old trait system, IMHO no worth talking at the moment, since there (in the beta) you could mix them as you like. Who knows how devs will organize traits for the new system?
Isn’t the point of a beta to discuss these things? Final or not. Feedback is required.
Looks like it has good synergy, more traitlines should be like this instead of trying to get traits nerfed and unwanted.
I agree that most traits are pretty good instead of like some of the current classes with useless traits, which is REALLY nice.
Their traits are AMAZING synergy from what we have seen so far.
Here are my thoughts on them.
https://forum-en.gw2archive.eu/forum/game/hot/Revenant-Trait-Discussion-with-screenies/first#post5102071
Hi guys! So I took a screenie of every trait of the Revenant we got available.
My initial impressions are quite apprehensive, this class looks like it could be extremely strong, especially with Celestial gear(yes I know its getting nerfed).
Here is the full album : http://imgur.com/gallery/tciK9/new
Right so I am gonna list my concerns and traits that are really good and synergize a bit toooooooo well.
1. Pulsating Pestilence : Chance to copy all the condition currently on you when struck. 15% chance. Duration 3secs. 240Radius. 5 targets. 15seconds cooldown.
This one sounds a bit nuts. 5 targets is my main concern.
2. Close quarters : Foes that strike you from farther away deal less damage. 10%. Range threshold 600.
Not that strong on its own, but combine it with an excessive amount of other passive damage mitigation that will come up later, ouch. I will be listing them further.
3. Improved aggression : Taunted foes deal less damage to you. Taunt has an increased duration when applied to nonplayer characters. 20% reduced damage. Duration increase 100%.
Duration is fine for PvE, but hell 20% reduction. Mama mia!
4. Eye for an Eye : When disabled apply taunt to that foe. 3Secs. MOAR synergy, ouch.
5. Retaliation Evasion : Gain retaliation after you dodge. NO CD! Not so bad, BUT next trait is what makes it OP.
6. Empowering Vengeance : Gain might when struck under the effect of retaliation. 1sec internal. 1stack for 8secs.
7. Redeeming protection : Gain protection when disabled for 3secs. 5sec internal. More damage mitigation that actually stacks with all the previous.
8. Chance when struck to heal yourself. Change 50%. AMOUNT is crazy, 503. Keep in mind we used cele gear in the beta event.
9. Cruel Repercussions : An ADEPT trait! When one of your attacks are negated your next attack will deal bonus damage. Within 10 secs. 15 Second CD. 50 percent bonus damage. I hope this does not apply after crit is applied.
10. Fierce infusion : Using a heal skill grants fury. 8secs on 20sec internal CD. Just the start of a lot of fury. Also an ADEPT trait.
11. Invigorating Flow : Heal yourself when you use a skill that has an energy cost. 370 heal. 5 sec internal CD. Energy is a fast regenerating managed resource that the revenant uses to use utility skills, all these skills are on a pretty low CD.
12. Incensed Response : Gain fury when you break out of stun. 10 secs on a 10 sec internal CD. More fury anyone?
13. Roiling mists : Critical hit chance increases effectiveness when you are under the effect of fury. 50% increased. Yes ON TOP of fury. Ouchy…
14. Charged mists : Gain might when you use a skill that drops your energy below the threshold. 50 energy. 2 stacks for 12secs. No internal CD AT ALL. Now you basically start a fight at 50 CD and it rapidly generates when in combat. Its VERY easy to spend due to low CD utilities(like 5-8 seconds) and also to recover, way to easy to manage for this kind of trait to exist as is.
Minor traits :
15. Replenishing orb : Summon an orb of mist when you use energy(short CD utilities) that heals allies and is destroyed when it passes through them. Lasts 10 seconds. Heals for 430. 240 Radius. 1second internal CD.
16. Determined Resolution : Takes reduced damage under the damage threshold. – 5 % at under 50% HP. Not much but more passive damage mitigation.
17. Unwavering Avoidance : Gain stability on dodge. 2.5secs. No internal CD. So thats Stability + retal on dodge, and if you get attacked thereafter, have some might aswell.
18. Enduring Recovery : Chance when struck to gain endurance. 10second internal CD. Trigger chance 50%. 15 endurance gained. More bloody damage mitigation! And on a minor.
In short I hope these get balanced around each other. I am no balance pro, but these concerned me.
Right, thanks for reading. Feel free to input and discuss!
EDIT : Some side notes.
A. The Mace/Axe combo has access to an 8second CD(i think, might be one or 2 seconds up or down) and a 5 second CD fire field (which I believes lasts 2 seconds). With some boon/might duration, thats a large amount of might from 2 skills.
B. They have a pulsing stab field on a 5 second CD that costs 25(25% of bar) energy. On cap thats 100% uptime if you are concentrating and not spamming utilities too much.
C. High base HP(I sat on ~22000 untraited) with cele gear, unlike Cele Ele or Cele Engi.
Your suggestions are terrible and you should feel terrible.
Yea I had that problem too. Skills wouldn’t cast a few times.
Also seemed like some of the blast finishers on Revenant didn’t work.
Yeah someone was discussing it on map chat. Didn’t run Rev though.
Some serious skill lag. Longer cast times skill were just REALLY hard to actually cast as well.
Also mesmer blink(assuming shadow step too) does not work on a lot of the surfaces that are not as solid, like bridges and the like.
Seems this issue is ongoing and also bleeding into PvP now.
Something seriously wrong with the megaserver or something.
Pinging in game IP yielded ~230ms ping.
In game I was running on over 3000 ms until the end of the match, as soon as I got back into HotM it stabilized again.
Unfortunately I lost the screengrab, god knows how, but yeah.
Fix this please.
tbh…im kinda tired of constant changes in base mechanics…add new things, stop changing base mechanics over and over and over
Can’t keep up with what to blame and QQ about?
At least this would get uplevels out of EotM.
Not today, even the mods barely work on Sundays which is why many reported posts aren’t dealt with until Sunday eve or monday morning.
The lack of response suggests it is as intended, but hopefully our forum specialist is feeding this back to the team for consideration
If it is “as intended”….
I don’t know…
Thats… Sad… And mildly concerning for a Gemstore Item that could have been very popluar.
wow thanks guys , great help .
my psu is a Dell d460AD model, it says 460W max power?
i assume thats enough for gtx 560 ti, i don’t overclock or anything, not sure if there are programs auto overclocking though.
i guess i gotta go clean up the graphics card over the weekend.
Pure number is not enough to measure the ACTUAL output of a PSU.
As I said earlier, there is a sticker on the PSU with all the most relevant info needed.
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