Showing Posts For Novuake.2691:

Conflicting traits in a single traitline

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Posted by: Novuake.2691

Novuake.2691

Get over it… BOOOOM, sound familiar?

Jokes aside.
Its been brought up in the Engi threads multiple times, lets not spam.

Thank you come again.

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What's wrong with burning (screenshot)

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Posted by: Novuake.2691

Novuake.2691

I notice a lot of these nerf burning threads with screenshots have a Guardian somewhere nearby.

Like 90% of Guards at this point are burn builds. How about we just tone down the access Guards, Ele’s and Engi’s have to burning instead of blanket nerfing the condition as a whole.

Ele burning is fine now in my opinion.

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New finisher concern, particle effect clutter

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Posted by: Novuake.2691

Novuake.2691

Get over it.

  • Message Body length must at least be 15.

Very constructive. Much obliged.

Why do I even bother…

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Engineer Bugs (Updated & Consolidated)

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Posted by: Novuake.2691

Novuake.2691

With AMR not working on Cleansing Burst it looks like there was more than one bug that was causing this – sigh. I believe I’ve fixed all of them this time. Fingers crossed.

LOVING your presence Irenio. Been VERY concerned lately, you are going a long way in restoring the faith! Praise Abaddon.

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New finisher concern, particle effect clutter

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Posted by: Novuake.2691

Novuake.2691

Wow if thats the new finisher it is a bit much. I seriously feel like Michael Bay is doing the new animations for the new specs and finishers.

Don’t get me wrong. It looks great(i don’t like the fire breathing last bit though), it just does not belong in a game where telegraphing is so kitten important.

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New finisher concern, particle effect clutter

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Posted by: Novuake.2691

Novuake.2691

Hihi! I would like to open by saying thanks for the work being done on PVP! It needed some love and it seems to be getting it!

I just want to raise a concern than sprang to mind when I saw the new Jungle dragon finisher.
Here it is : https://twitter.com/GuildWars2/status/651849925282635776

This finisher seems to have the largest and most imposing visual effect than any finisher previously.
Most other finishers are a lot more transparent or are above the your main field of vision for checking on AOE rings and the like.

This is a clear tie-in to the already prevalent particle effect clutter we have problems with already in game and we really don’t need more clutter.

I would like to request that you keep this in mind when designing finishers, they need to not inhibit telegraphing to such an extent.

Some suggestions.
1. Make them more transparent and less colourful.
2. Raise it higher from the ground similar to the way current dragon and phoenix rank is too be less obstructive.

Thanks for reading! See you in the mists!

Signed, avid PvPer.

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(edited by Novuake.2691)

Why does condition mesmer exist?

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Posted by: Novuake.2691

Novuake.2691

He said he’s explaining it assuming you’re open-minded about learning to beat the build, instead of mindless ranting.

Missread. Apologies.

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DD Ele is fine now, stop this QQ train please

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Posted by: Novuake.2691

Novuake.2691

burning became easy to deal with from eles after we all got used to the patch, cuz it was just pretty much just one condi cleanse when you were in fire, and don’t walk through RoF multiple times. As others have said, their ability to sustain and stack boons is what makes them strong.

Strong isn’t the problem, dominance is.

With the greatly reduced damage I think we need to stop whining and learn to face it now.

If it still is an issue in 3 months, TINY nerf again.

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Why does condition mesmer exist?

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Posted by: Novuake.2691

Novuake.2691

Uh.. Well the thing is that it could.. Be avoided.

Take a second and clear out thoughts of “spam” and “cancer” and analyze what the class is actually doing. Ima explain it assuming you’re actually open-minded about learning to beat the build rather than mindless ranting/complaining.

You may not be able to kill the Condi mes, but with even the slightest thought to how you play and how the build does damage will keep them from killing you.

You are assuming I am just ranting?

I gave good reason. Reasonable argument.

So you think being near unkillable 1v1 and having so much free pressure with zero risk is balanced?

Ill say this again, ill be fine with it if condi cleanse was more reliable.

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(edited by Novuake.2691)

Why does condition mesmer exist?

in PvP

Posted by: Novuake.2691

Novuake.2691

you will be able to maintain 12 stacks of confusion and watch your enemy kill its self.

Which is a major l2p issue. Players with half a brain won’t do this. If this has been your experience, you definitely haven’t been fighting good players.

Yes because thats all that matters.

Remove it, get double dmg, leave it and let it tick? I think not.

Remove it and hopefully the larger stacks drop of because you knwo? RNG and esports makes sense.

Its stupid how SPAMMY it is.
Same goes for Engi conditions.

Your essentially clearing in the hopes of the worst one dropping of when you need it too, its just WORSE with confusion because each one hits harder the more you fail to cleanse confusion.

If they reintroduce a reliable clearing method(left to right for example), I would agree with you. But the way it is now is kittening RNG, which is downright kittened.

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Why does condition mesmer exist?

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Posted by: Novuake.2691

Novuake.2691

Its still very powerful in WvW when roaming.

Really needs to be looked at.

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Give all RoF-like skills the same treatment

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Posted by: Novuake.2691

Novuake.2691

Ring of Fire: This skill now applies 2 stacks of burning for 4 seconds when foes are initially hit. Decreased the burning when foes pass through the fire wall from 3 stacks for 5 seconds to 1 stack for 2 seconds.

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-September-29-2015/first#post5546328

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Hope returns!

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Posted by: Novuake.2691

Novuake.2691

Hi forum and ANET.

I posted the below thread a while ago and I would like to come back to it now.

https://forum-en.gw2archive.eu/forum/game/pvp/Tired-of-hoping/first#post5373354

With the latest news for HoT and beyond I am very exited and hopeful about PvP in GW2 again.

The last round of changes were really nice, although some didn’t quite work as I expected, but the nerfs are incremental instead of gutting, the buffs are still a bit much, but thats fine, as long as it gets attended to on a semi regular basis.

If you can stick to your 3 monthly balance patch schedule properly, I would be super happy!

Thanks for the effort ANET! Hope you can keep it up!

See you in the mists!

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Give all RoF-like skills the same treatment

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Posted by: Novuake.2691

Novuake.2691

Please?

Makes sense.

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DD Ele is fine now, stop this QQ train please

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Posted by: Novuake.2691

Novuake.2691

Please guys.

The spec has lost a crapton of damage and is exactly where it needs to be.

BAD DD players can’t deal any dmg on it, and good ones can get quite a bit of sustain and might out of it.

Lets stop this unneeded QQ or risk dropping ele of the board completely.

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Order of Whispers cinematic sounds bugged

in Bugs: Game, Forum, Website

Posted by: Novuake.2691

Novuake.2691

Sooooo this is still bugged? Or is it just me?

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[Suggestion] - Allow Zealot Amulet for BWE3

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Posted by: Novuake.2691

Novuake.2691

Completely agree with having both zealot and sinister in pvp.
There should be no problem with adding any double+ offensive stat based amulet

just please no dire with them

Can’t imagine who’d actually want dire, but yeah… no. Zealot is sort of a requirement if they want us to be able to give meaningful feedback for Druid, however. The other options are just too tanky and won’t let us be as effective as possible. Please consider Zealot (and perhaps Sinister) for PvP.

Condi shatter mesmers would be complete hell..
ALready the case in WvW. Its invested with them.

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so was this suppose to be the D/D balance?

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Posted by: Novuake.2691

Novuake.2691

WOW people…

WAKE UP! That’s 12 stacks of might the ele loses out on!

Good lord! This is a major nerf! Stop whining.

The nerf was not intended to make them fall out of meta, just get them to a level where they don’t have everything going for them.

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(edited by Novuake.2691)

[Suggestion] - Allow Zealot Amulet for BWE3

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Posted by: Novuake.2691

Novuake.2691

Completely agree with having both zealot and sinister in pvp.
There should be no problem with adding any double+ offensive stat based amulet

just please no dire with them

So much this!

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Are engineers good duelists in WvW and PvP?

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Posted by: Novuake.2691

Novuake.2691

dire for wvw or rabid for pvp is engis only choice if u wana compete

This is just WOW man… Not even remotely true.

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Stronghold PvP Feedback

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Posted by: Novuake.2691

Novuake.2691

Do the trees in the middle obstruct other people’s vision to when mid fights are going on?

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Engineer changes announced at TwitchCon

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Posted by: Novuake.2691

Novuake.2691

Isnt Automated Defence bomb still bugged? only applying one blind instead of smoke field?

Yes it is still bugged and I would like to see this fixed.

Definitely!

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PU nerf unnecessary

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Posted by: Novuake.2691

Novuake.2691

We have to use skills to produce those, if we hit you with that skill it nulls the stealth.

GEeeeezus, skill is NOT an excuse for an OP mechanic.

Do you even UNDERSTAND>?

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Engineer changes announced at TwitchCon

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Posted by: Novuake.2691

Novuake.2691

So this is just a preview of some of the changes, we’ll probably see a lot more bug fixes and changes to other underpreforming traits.

On the subject of the changes we have seen:

  • Flamethrower buff seems like a return of Alchemical Mixtures, much needed, but will still not make flamethrower deal damage worthy of it’s AA channel.
  • AMR fix for cleansing burst seems nice, might take that over the smokebomb on stun now.
  • Medical Dispersion Field changes, will probably test it out, but would rather see Med kit #1 be the go to option for healing allies.
  • Fragmentation Shot is still bad, but getting there very slowly.

Seems like half our changes are bug fixes, not sure how I feel about that.

Isnt Automated Defence bomb still bugged? only applying one blind instead of smoke field?

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Engineer changes announced at TwitchCon

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Posted by: Novuake.2691

Novuake.2691

Still no changes to other underwhelming and unrewarding traits such as evasive powder keg, thermobaric detonation, heavy armor exploits, no scope and high caliber…

And on top of that, Soothing detonation and medical dispersion field STILL have 240 radius. Why did I even bother to write an entire topic of in dept analysis if all the feedback gets ignored.

lol

It’s strange that you’re questioning why you bothered to do that unsolicited in depth analysis you did. If you want to do it, do it for the sake of it. Don’t do it for the chance they’ll copy paste your changes onto live.

Also, patch notes are not out yet. We have the executive summary

Exactly, was a very shortened summary due to a massive time constraint.

The rest will be up on Tuesday.

Lets not be premature.

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Engineer changes announced at TwitchCon

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Posted by: Novuake.2691

Novuake.2691

Good changes. Hoping for some more interesting ones next week.

INteresting? How is this NOT interesting?

As in: I find these to be interesting and would likes to see more of the same.

LEL, apologies. Miss-read.

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Engineer changes announced at TwitchCon

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Posted by: Novuake.2691

Novuake.2691

Good changes. Hoping for some more interesting ones next week.

INteresting? How is this NOT interesting?

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Engineer changes announced at TwitchCon

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Posted by: Novuake.2691

Novuake.2691

Internal cooldown removed on Medical Dispersion Field removed and increased to about 20%.
Cleansing burst effected by healing power!

Dance party time.

hell yeah!

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Engineer changes announced at TwitchCon

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Posted by: Novuake.2691

Novuake.2691

Let us hope these are not ALL the changes. They did say these are the big ones!

Magnet fix incoming!
AMR resetting Cleansing burst!
Internal cooldown removed on Medical Dispersion Field and increased to about 20%.
Mortar affected by Explosive powder!
FT auto dmg increase!
Fragmentation Shot bleeding going from 2s to 3s.
Cleansing burst effected by healing power!

EDIT : these are coming TUESDAY!!!!!!

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(edited by Novuake.2691)

Lock-On Trait doesn't work properly

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Posted by: Novuake.2691

Novuake.2691

I have seen people say this but haven’t seen or been abke to replicate it myself.
Can you suggest a way to replicate?

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How to Condi Engi in sPvP

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Posted by: Novuake.2691

Novuake.2691

Put your fingers on the F keys, press 1-5, then repeat for 1-5 standard, swap to FT, do it again.

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Rapid Regeneration should heal allies

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Posted by: Novuake.2691

Novuake.2691

No. Geez, thats insane.

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warriors and engineers anet?

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Posted by: Novuake.2691

Novuake.2691

1. RNG.

2. Less powerful trait synergy.

3. Stop whining.

4. Warriors are weakish, but not trash tier.

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Blacklion Key Drops

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Posted by: Novuake.2691

Novuake.2691

Almost 32 hours spent killing mobs in level 80 areas(Orr mostly), nothing.

INcrease is insignificant.

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Returning player to PVP ele question

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Posted by: Novuake.2691

Novuake.2691

The cele DD spec has EVERYTHING going for it.

Team support? Check.
Great sustained damage? Check.
Mobility? Check.
Natural sustain and self survival? Check.

It just does too much.

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Point of Medic Gyro?

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Posted by: Novuake.2691

Novuake.2691

How often does healing pulse occur? I looked it up in the wiki and no information.

According to POI, 2 or 3 seconds, since 14 devides by 2, lets go with that.

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Medi Gyro, a focussed discussion

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Posted by: Novuake.2691

Novuake.2691

Whats the intervals between pulses for group heal?

3 sec.

According to poi 2 or 3 seconds. Assuming there are still some tuning to be done.

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Medi Gyro, a focussed discussion

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Posted by: Novuake.2691

Novuake.2691

Reduce cooldown to 15 seconds.

The toolbelt? The problem with this is a lot of AOE protection in a large AOE which might be pretty overtuned in groups.

Maybe not though.

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Medi Gyro, a focussed discussion

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Posted by: Novuake.2691

Novuake.2691

Hi fellow engis! As a follow up to a quick initial overview of the scrapper in a previous post I made, I feel it necessary we take a look at the Medic Gyro specifically.

Previous thread : https://forum-en.gw2archive.eu/forum/professions/engineer/Scrapper-What-to-do-with-all-this-junk/first#post5510925

Why specifically this one? Because besides being VERY lackluster, I think it important that at the very least we need a HT alternative, on top of that I LOVE the Toolbelt for this skill and would love to use it with hammer!

Here is an extract of the thread that is relevant :

2.1 – Medic! I hope it has some dialog like Hero tron!

The heal appears quite strong at first glance but there are some concerns, AOE could melt it quickly, rendering it near useless for the 30second VERY long CD.

Apparently CD start after the Gyro is destroyed, with these kinds of high CD, they will see very little use if they can not stay alive, which is a very real concern!

Some numbers :

Healing done of its full duration assuming 2 second frequency and not 3(because round numbers and all : 2590 + 820×7 = 8330.
Healing PER SECOND : 8330/14 = 595.

When you average this out over the 44secs for bot duration +CD, you lose out on A LOT of potential heal.
Brinigng it down to a mere 189 heal per second.

Comparing that to healing turret :
Heals : 5040 every 15 seconds when picked up.
Heal per second : 5040/15 = 336.

This does not take the water field on turret or the other utility in consideration though, once you start looking at the 2 condis removed, the added blast, the possible to trait knockback the healing turret still looks like the best heal skill in the kitten game!
What MIGHT just save the Medic gyro, the toolbelt skill is incredible! 4 second water field! Think of back to the hammer triple leap! NIIIIICE.

This also pulses 1 1/4s protection when standing in it as well, protection is nothing to laugh at!

My personal opinion here is to either tune the toolbelt skill to a lower CD(20 secs or so) or/and tune the initial heal up on the medic gyro to incentivize use above the OP that is Healing turret.

What are your opinions? What do you think this skill needs? I am still thinking on a better solution, as I am sure the above would still not improve it enough to come close to HT.

DISCUSS my fellow Scrapper hopefuls!

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Scrapper! What to do with all this junk?

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Posted by: Novuake.2691

Novuake.2691

2.1 – Medic! I hope it has some dialog like Hero tron!
The heal appears quite strong at first glance

I refuse to believe you play Engineer (The class that has Healing Turret) 50% of the time, took a look at Medic Gyro’s 800 heal per 3s and said “yeah that looks strong”

I refuse to believe it.

I refuse.

you fail at reading. he then immediately does the math showing why medic gyro is not strong at all.

i can kind of understand the fail as his post was way too long, but if you are going to bash him at least do some fact checking.

Thank you. And yes, if he read the post properly, then it would have been clear I am NOT saying that healbot is anywhere near HT.

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Scrapper! What to do with all this junk?

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Posted by: Novuake.2691

Novuake.2691

More clarification on effectiveness on Medic Gyro.

When you average this out over the 44secs for bot duration +CD, you lose out on A LOT of potential heal.
Bringing it down to a mere 189 heal per second.

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Scrapper DPS for Dungeons / Fractals

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Posted by: Novuake.2691

Novuake.2691

Okay in all honesty, what is your point? This spec is not about dps obviously.
And metabattle is part of the big problem that is ruining gw2, new players are mislead into it being the only way to play making the playerbase very homogene. I am sorry but I have zero respect for metabattle.

Oh sure, lets blame meta battle and not the people playing that insist on BEST DPS.

kittensake dude.

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Scrapper! What to do with all this junk?

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Posted by: Novuake.2691

Novuake.2691

Cooldown starts after the gyro is destroyed.

And its 500 toughness, notice max 5 stacks.

Thanks! I assumed the duration.

In response to edit :

Yeah, the stun is is underwhelming. As I said.
I was never a big advocate of kitless and the need for it, but this was done VERY well from the info we do have.

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(edited by Novuake.2691)

Scrapper! What to do with all this junk?

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Posted by: Novuake.2691

Novuake.2691

Good day everyone! As an Engineer main with 50% of my play time on the class I would like to put my initial thoughts on the scrapper out there!

Keep in mind this is a first impression from the info we have available and I will be re-evaluating this with the first BWE or once it releases, as it is subject to change as any elite spec at this point!
I would like to thank /u/dulfy/ as well, I was unable to watch POI live, without her we would all be lost in the mists.

Right! Let’s get started!


#HAMMER :

Thank Abaddon its power based! I was hoping for a bit of burning on it in the hopes of a cele engi coming back, but that was not meant to be.
This thing is STRONG, and it needed to be to actually compete with everything that rifle brings to the table.
Specific number tuning aside when looking at the 3 things we need to to determine the usefulness of a weapon, damage, utility and defence, the hammer has all of it in SPADES right there for use.
With its current tuning kitless engineer could very well be a much more viable option than ever before, it is very clear that the design decisions behind it actually took this very commonly requested play style into consideration.
Between all the skills on the hammer we can VERY nearly keep up 25 vuln.

Now to the skills :

[You can find the tooltips here.](http://i.imgur.com/p7vcdOb.jpg)

1.1 – Autoattack chain besides having a seriously cool bunch of names, is tuned for a serious amount of power hits! The vuln and might both have very long durations. With some boon duration the might can REALLY matter in PvP, PvE we are not running engineer for might in dungeons.
The vuln just from this chain will get 3 targets to 16 stacks of might after a few seconds and maintain it there without any condition duration.

1.2 – A whirl finisher and reflect this skill could have some interesting and fun gameplay behind it in all game modes, it fits really well with the engineer reactive gameplay.
While whirls are the weakest combo fields they have some interesting condi uses as well as team support similar to guardians that act as team condi cleanse in PvE.

1.3 – A TRIPLE combo leap at a MASSIVE 1000 range, this is very much my favourate skill! Need a heal? Lets use a +water field for a 3x 1300 heal! Not to mention the dazing potential through the very many lightning fields Engi just got access to!
On top of all this it is a 1 second evade PER leap as well! Just WOW!

1.4. Shock shield! Very flavourful skill with TONS of vuln and a decently short CD, I like that the duration is less than Gear shield, the differentiate between Gear shield and this skill needs to be clear and they managed to do that very well!
Obviously the 8 stacks of vuln add to the possibility of grenades being less mandatory in every PvE dungeon build.

1.5 – Ill be clear this skill is a little underwhelming right now compared to jump shot on rifle. The damage is decent but it is spread over 6 seconds, which makes the damage portion quite useless past the almost 2 second stun.
HOWEVER the lightning field synergizes extremely well with rocket charge, allowing you to follow up with dazes. I do think the stun needs to be a round 2 seconds at least and ill likely call a radius increase after the BWE as well.
Too early to stay dfinitively right now.
The range on it is great though and will allow the engineer running a melee weapon to close the distance without needing to just rely on Rocket charge.

Overall I am VERY happy with he hammer even though it will likely not replace the rifle in PvP mostly due to the lack of hard mitigation while being able to counter pressure in melee such as warrior endure pain, which is my mainly played game mode.


#Gyros :

A little concerned about these as a whole mainly for the same reason turrets don’t work, they MELT. But some of them are pretty interesting and with some tuning they could see some play from me at least!
What I find extremely interesting and a little disappointing is the complete lack of a breakstun in the Gyros. To note they are instant cast however, so it MAY not be needed as much, but still.
Initially I was not happy with the possibility of the passive gameplay behind Gyros, however the majority of them are extremely active gameplay.

[Find tooltips here.](http://i.imgur.com/sxEMt8j.jpg)

2.1 – Medic! I hope it has some dialog like Hero tron!
The heal appears quite strong at first glance but there are some concerns, AOE could melt it quickly, rendering it near useless for the 30second VERY long CD.
#Does the CD start upon initial cast or once the Gyro has been destroyed? Anyone know? This will be important!
EDIT : Apparently CD start after the Gyro is destroyed, with these kinds of high CD, they will see very little use if they can not stay alive, which is a very real concern!

Some numbers :
Healing done of its full duration assuming 2 second frequency and not 3(because round numbers and all : 2590 + 820×7 = 8330.
Healing PER SECOND : 8330/14 = 595.
EDIT : When you average this out over the 44secs for bot duration +CD, you lose out on A LOT of potential heal.
Brinigng it down to a mere 189 heal per second.

Comparing that to healing turret :
Heals : 5040 every 15 seconds when picked up.
Heal per second : 5040/15 = 336.

This does not take the water field on turret or the other utility in mind though, once you start looking at the 2 condis removed, the added blast, the possible to trait knockback the healing turret still looks like the best heal skill in the kitten game!

What MIGHT just save the Medic gyro, the toolbelt skill is incredible! 4 second water field! Think of back to the hammer triple leap! NIIIIICE.
This also pulses 1 1/4s protection when standing in it as well, protection is nothing to laugh at!

My personal opinion here is to either tune the toolbelt skill to a lower CD(20 secs or so) or tune the initial heal up on the medic gyro to incentivize use above the OP that is Healing turret.

Phew, long one!
Moving on!

2.2. – Our own little tank! But it sucks… Why? Cuz from the POI, it has SO little HP and a 30 second cooldown! The reflect on the toolbelt skill will see some use in PVE when a guardian isn’t as readily available.

2.3 – This kamikaze thing looks cool and I can imagine feels cool. But why would we use it? Because its an Unblock able CC? Maybe…
It has a decently low CD with decent dmg, even the toolbelt is decent, although adding a breakstun here would make SO MUCH sense.
I just don’t see this being used above most other utilities though, we have an unblock-able pull on Toolkit after all.

2.4. – Turtles BEWARE! Not happy with the Shredder Gyro, it could be interesting with smoke bomb in dungeons if you lack a thief and need to blind large amounts of mobs. It could also see some use in condi heavy specs, although whirls are not reliable enough in my opinion.
The toolbelt sounds pretty cool and provides an extra lightning field. Kinda meh in my opinion!

2.5 – Passive game play, UGH! This is the one place Gyros went completely wrong, LUCKILY we knew about it before POI, which made the other Gyros a pleasant surprise.
The every 3 seconds is quite strong none the less, however I don’t think it will survive long enough to matter, the cooldown is pretty long too.
Toolbelt doesn’t really bring anything new, although it is the longest duration poison field we will end up having.

2.6 – Thematically I am NOT a fan of this skill. I also think it will never see play in PvP or PvE.
But I might be premature though.
Even considering the Revealed on the toolbelt. I do think we are getting to a point where thieves will suffer with all the AOE reveals coming into play.

So as a final note, the success of these will very much depend on their individual durability!


#TRAITS!

Some serious synergy in the specialisation as well as other specialisations!

[Tooltips here.](http://i.imgur.com/aFbqDqO.jpg)

Let’start with minors as we get them all!

Minor 1 – REMOTE stomping/rezzing, pretty sure this will be a REALLY good and welcome alternative to Elixir S which has been forced on us in PvP for the longest time because of its insane utility and versatility! Even more so post Alchemy buffs!

Minor 2 – Short CD might and superspeed team support! All other classes have some serious downed support, we got some too now, its not that strong but considering its a minor, i think it is VERY strong!

Minor 3 – +25% stun duration outgoing and -25% incoming. Really strong and I believe quite important for a melee engi to be even remotely possible in PvP thanks to a bit limited access to stability.

Adept 1 – Shocking speed, meh, not to big on this, we have plenty swiftness but it could allow us(with the Adaptive Armor GM) allow us to really ignore many conditions on us, which could make for some SUPER interesting bruiser game-play!

Adept 2 – Stabilizing core, Just insanely powerful, double stomp with your gyro and you both have 2 stacks of stab? That is INSANE.

Adept 3 – Recovery Matrix, An alternative to Protection Injection with less uptime possible, honestly quite under-tuned, not even considering how strong Stabilization core is which obviously competes with it.

Master 1 – Rapid regeneration, absolutely LOVE this trait, actually making it worthwhile to over-invest in SuperSpeed. We also have TONS of Swiftness options!

Master 2 – Expert Examination, also a really strong trait! This ties in with even more bruiser possibilty but a lot more dueling potential vs Rapid Regen would be better in outnumbered.
Deciding between these 2 might give me a hard time in the future.
It is worth noting that Rapid Regeneration requires more investment in Gyros and traits to make it MUCH better, but right of the bat Expert Exam will perform well without further investment.

Master 3 – Mass momentum. As mentioned on POI, the synergy with Juggernaut+FT is very obvious and VERY strong and could potentiall get FT to be an EXTREMELY powerful sustained DPS weapon in PVP/WVW.
You would probably want to use this trait with Rifle though as it will allow you to camp FT more while seting up more CC.
Good to see some of these traits also being catered towards other weapon types outside hammer!

GM 1 – Adaptive armor, just WOW, 1000 added possible toughness! I have been whining about toughness being useless since June23rd, but with these extremely high amounts of it, you start to even curb the crazy diminishing returns a bit!
Not to mention the bruiser JOY you can have with the 20% reduced condition dmg which is super unique!

GM2 – Final Salvo – At this point the super speed is getting a bit overkill, this trait isn’t realy that great in my opinion, but that might just be because I am already a bit scepticle about Gyros in the first place.

GM3 – Perfectly Weighted – More bruiser potential and once again a difficult choice to be made between Adaptive armor and this.

With an exception of the adepts the choices and competing traits per tier are pretty well structured with some AWESOME synergy!


#Final Word and TLDR :

FUN! Simply put, the hammer looks rediculously FUN!

I have seen plenty of people saying the Scrapper is made for PvP and that PvE is being neglected with this elite spec.
I say NAY! Looking at the vuln/might and very high base dmg, this could be the new POWER based dungeoneer build for engi, near or matching nades in damage while feeling less spammy and much more fun in the process.
YES, THEY DID IT boys and girls! Kitless engineer without being completely useless!

While it is true that the traits are PvP biased, don’t count the scrapper out of PVE just yet.

Well thanks for bearing with me during this long and a bit speculative write-up! PLEASE gimme input and feedback and feel free to criticize!

Have fun and see you in far Meguuma!

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

(edited by Novuake.2691)

Engi will get minions

in Engineer

Posted by: Novuake.2691

Novuake.2691

Please no, we already have turrets, why more AI?

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

Engineer Bugs (Updated & Consolidated)

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Posted by: Novuake.2691

Novuake.2691

Projectile finishers have always required you to hit an enemy for the effect to occur, which weapon are you having problems with?

I belive he is referring to Mortar 1#. We have no offical word if it is suppose to work in an AoE (as it would make more sense considering the slow curving projectile that uses groundtarget instead of homing like other projectiles), or if it is suppose to work like it does now and never really matter.

The livestream said it won’t require hitting a target. The pre cast and travel time on mortar 1 is abysmal.

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

GW2 tank/sustain meta PVP is boring

in PvP

Posted by: Novuake.2691

Novuake.2691

A week ago these forums had plenty of QQs about damage being too high… Sometimes I wonder if people on the forums play the same game…

A big part of this was because a large part of the community may not have noticed that Berserker Ammy is now using proper Berserker stats. Now that the use of Marauder’s Ammy is more common people realized that the damage wasn’t changes that much.

the meta actually hardly changed, it’s just that Engi doesn’t work so well with Cele anymore and Mesmer is the new Thief.

Do the math. Dmg has changed alot.
Stop trusting so much in WoodenPotatoes, self admittedly he is not that clued uo about balance and pvp, he just plays.

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Novuake.2691

Novuake.2691

Projectile finishers still not working as advertised… Target needs to be hit for it for it to do anything, even then it seems inconsistent.

Sigh frustrating, how long will the engineer go broken this time around?

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

D/D ele

in PvP

Posted by: Novuake.2691

Novuake.2691

Dear Anet,

Please nerf Scissors, rock is fine though.

Love, Paper.

(seriously though, roll a different class and build that counters it and stop yelling for nerfs on classes that beat yours, before you know it class skills will hit like a fly vs a human)

This is the dumbest argument ever, if one class has more of everything from mitigation to dmg to support in one build than most classes have in their whole kit nd only has one counter, a soft counter at that, it should be adjusted.

Stop thinking of it as l2P or l2counterplay, one class just should not have so much going for it. Geez

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

Demolishin the Lazy "Scrub" Argument

in PvP

Posted by: Novuake.2691

Novuake.2691

Amen!
/15 prayer to Abaddon.

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU