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Rune for SD Engi

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Posted by: Novuake.2691

Novuake.2691

I runes of the defender gave vital I would have used it… Sadly.

If you want pure damage, runes of rage will give you a hell of a lot more damage than vamp did, but no defense.

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Axe and whirl combos

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Posted by: Novuake.2691

Novuake.2691

Whirl is a little underwhelming, but with a coordinated team you can stack A LOT of burning or confusion with it.

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AMR not resetting HT Cleansing burst

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Posted by: Novuake.2691

Novuake.2691

I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.

tbh AMR with 10s CD is op though, with AED it has a high risk/high reward play but with HT AMR on a 10s CD is just too strong imo

i agree that they should also have AMR proc for the overcharge, but on a 20-30s CD

That does not even make sense…

5K heal on Healing turret + Overcharge. Removes 2 conditions.
AED removes up to 4 conditions and ehals for minimum of 4200 and maximum of 12 THOUSAND.

I would say that using AMR on AED makes it a lot stronger than it does with HT…

Geez…

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AMR not resetting HT Cleansing burst

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Posted by: Novuake.2691

Novuake.2691

Pretty much the title, AMR does not seem to be resetting the cooldown Healing turrets overcharge, cleansing burst.

How to reproduce. Heal yourself, take dmg up to 25% HP in under 20 seconds and then heal again.

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Still the "best" engi build

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Posted by: Novuake.2691

Novuake.2691

Power based build using pistol shield? Use rifle since you are running Soldiers.
Same goes for traits that are orientated towards conditions, you have no use for it since you have no condition dmg beyond might.

Sigil of Energy is a good choice but Sigil of Accuracy is not, if you want those extra crits, go for Intellegence instead.

You have no damaging kit at all. Even your pistols will barely deal damage.

Inventions is much better than Tools now, only good trait you have there is Power Wrench, Inventions gives you a lot more.

If you swap Elixir B for Elixir gun you can stack might more AND get more utility, You just lose out on stability.

To be honest the build is pretty poor and all over the place.

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Condi meta is the worst...

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Novuake.2691

I just think burning and confusion hits too hard and bleeding is too weak.

Burning is a simple fix, but confusion needs to be split for PvP and PvE. Leave confusion as it used to be for PvP.

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AMR not resetting HT Cleansing burst

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Posted by: Novuake.2691

Novuake.2691

I never really played with AMR before specializations, did it use to reset the Cleansing Burst pre patch?

I don’t think it did, used it in some niche builds. Can recall it didn’t, but it was some time ago.

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Untouchable PU Shatter Mez+Blinds Everywhere!

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Novuake.2691

You missed an opportunity for : Can’t Touch this…

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AMR not resetting HT Cleansing burst

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Posted by: Novuake.2691

Novuake.2691

Pretty much the title, AMR does not seem to be resetting the cooldown Healing turrets overcharge, cleansing burst.

How to reproduce. Heal yourself, take dmg up to 25% HP in under 20 seconds and then heal again.

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(edited by Novuake.2691)

Shout Builds

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Novuake.2691

I have had some success running a shoutbunker build. Does not use bow at all though. Which means no range, which is kinda poopy.
But makes up for it in other ways.

Here : https://www.reddit.com/r/GuildWars2Builds/comments/3bbwaz/pvp_clerics_shoutbunkernot_bow/

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Base Condi Damage

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Posted by: Novuake.2691

Novuake.2691

Maybe OP is playing a condi spec/class that isn’t bonkers right now. Not everyone can be a burn guard.

I could go burn, but when it gets nerfed I’ll end up like the Irish – potato, I mean condi starved. Condi did get some nice buffs, but it still has a long way to go to stack up to traditional dps. I’d just like to see all condi specs (not just the burn ones) become viable. I think that upping the base condi damage to 1k would do that….

And break the game eve further, no thanks.

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Base Condi Damage

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Posted by: Novuake.2691

Novuake.2691

Not sure if troll or fool…

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Anti Stomp Hack ?

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Posted by: Novuake.2691

Novuake.2691

As everyone said its a product of a desync between the players client and the server.

It seems more common now with the condi changes, servers are a bit taxed.

It is more common now with the condi changes b/c ppl are more easily/frequently dying to condis in the middle of dodges/movement skills which is what causes this desync in the first place.

You could be right.

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Discussion on each Engineer traitline

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Posted by: Novuake.2691

Novuake.2691

Something interesting a user on reddit said that I completely agree with :

Traits like Siege Rounds that affect Elite/Primary weapon or Healing skills are limiting the choices for any builds that don’t run this specific skills. They should have added some bonuses to Supplycrate and elixir X to this trait, you can’t take multiple at the same time anyway so it would only increase your choices when you are running other elites. This problem is especially noticeable in Firearms: if you run pistol, you get 3 choices on adept, but only 2 on master. If you rune rifle on the other hand, you get 2 choices on adept and 3 on master. If they merged this two weapon specific traits together then we could have much more interesting choices on every line. The current split is a waste of trait space in an already limiting system.

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Anti Stomp Hack ?

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Posted by: Novuake.2691

Novuake.2691

As everyone said its a product of a desync between the players client and the server.

It seems more common now with the condi changes, servers are a bit taxed.

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Discussion on each Engineer traitline

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Posted by: Novuake.2691

Novuake.2691

Seems like pretty accurate assessments. I think the tooltip for Takedown Round is wrong though, I notice it doing about the same damage as Aim Assisted Rocket, possibly slightly more. So it’s not a bad trait for pve if you take Inventions as well, since Mecha Legs basically replaces Streamlined Kits. It would be a lot better if they got rid of the stupid health threshold, since the 1-second delay is already enough of a downside.

Inventions is worth going into as no matter what, so yes.
So if you are correct, then Takedown Round might not be so bad, I do think that the 50% threshold is odd.

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Please change bombs skin

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Posted by: Novuake.2691

Novuake.2691

I like it!

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Healing Turret's dominance is no more

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Novuake.2691

Yeah, no…

Everything you mentioned (except useless gadgeteer) still improves the healing turret.

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Discussion on each Engineer traitline

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Novuake.2691

5. Tools : Always has been about tool belt skills with some utility mixed in. Still is.

5.1 Optimized activation – Post vigor nerf and the existence of Adrenal implant(does not stack with vigor) makes this useless.

5.2.1 Static discharge – Some weird bugs reported for it, has its uses. Always been fun. Nothing to say otherwise.

5.2.2 Reactive lenses – INSANE cooldown on this one, I would rather have shorted duration immunity to blind and shorter duration fury than have a 40sec CD on this thing.

5.2.3 Power Wrench – Previously a staple of A LOT of good builds, it has fallen out of favour because investing deep into Tools is not that worth it, sigil of energy outperforms Adrenal implant and the new vigor.

5.3 Mechanized Deployment – Fine and needed if you want to prioritize toolbelt skills.

5.4.1 Streamlined Kits – I have no way to express my sadness at how bad this is post patch. Its nice that we have an icon to indicate the cooldown, but no engineer in their right mind would swap to a kit for a specific effect just to swap out again and lose an opportunity for a much better usage of skills. Separate the cooldowns(increase and decrease individually as needed) and lower the CD on Swiftness application/duration.

5.4.2 Lock on – Love the flavour of this trait.

5.4.3 Takedown round – Thematically fitting, but low damage, overall boring and don’t like it. Guess it fine in PvE.

5.5 Excessive Energy – Its ok i guess.

5.5.1 Kinetic Battery – Has its uses. Even considering the long CD.

5.5.2 Adrenal implant – fine i guess, however it does not stack with vigor. It is also outperformed by Sigil of energy, which feels like its a must these days.

5.5.3 Gadgeteer – The only trait I have not used extensively. So I reserve my opinion on it.

Discussion :
Is it really worth going into this line? Hell no.
The only truly useful trait is power wrench.
Only time I would bother going for tools is when using SD or some niche Toolbelt build.
Over all failed traitline by the devs.


A quick final summary. Damage traits are poor for both condi and power, condi is few and far between and power is too specific conditions(such as aboe 90% HP) other than increased crit chance.
I honestly think we got the short end of the stick and I hope that engi will not fall into the support only meta after the grenade bug is fixed, as the traits seem to imply.

Thanks all for reading! Look forward to reading your responses!

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(edited by Novuake.2691)

Discussion on each Engineer traitline

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Novuake.2691

4. Alchemy : My personal favourate now that it effects my favourate kit the Elixir gun. This has always been about elixir and passively gained boons. Still is with some extra perks.

4.1 Hidden flast – Hasn’t changed, still good for a minor! Far from boring considering the thematic.

4.2.1 Invigorating speed – Despite the buff to the trait itself, this is underwhelming, especially with Adrenal implant being a choice. Not bad by any means, but yeah, could be better.

4.2.2 Protection injection – by far the best choice in the adept tier, pretty much vs any class this is extremely good!

4.2.3 Health Insurance – Niche again, ill leave it be. However the medkit really really really is bad.

4.3 Transmute – Has not changed, I like it, always have. Has even more synergy in this alchemy now.

4.4.1 Inversion Enzyme – Really cool trait, has great synergy. Even considering that Engis can not keep up with condi cleansing post patch in PVP.

4.4.2 Self Regulating defenses – never liked it, never will. But its not bad and fits well.

4.4.3 Backpack regenerator – great trait as always.

4.5. Alchemical tinctures – Good that its a minor now.

4.6.1 HGH – great trait now that it effects EG skills(some of them atleast). Can be taken for great benefit even if you just use EG if you run any might duration.

4.6.2 Stimulent supplier – I like it, it just does not feel grandmaster. The 600 drop range is a little too large though.

4.6.3 Iron Blooded – Pointless really. has no meaningful gameplay inpact as any grandmaster trait should be. Also does not feel like GM material but if moved down to master, would be cool.

Discussion :
Right so another mostly well done traitline by the devs.
Ignoring the botchjob of the adept choice there just is one or two things feel wrong but overall quite nice.
Its worth noting that the build defining traits are mostly in the master tier with the exception of HGH.

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Novuake.2691

3. Inventions : Always been about utility and defense, more so now.

3.1 Cleansing Synergy – Absolutely amazing trait! Love it for being a minor.

3.2.1 Overshield – On paper this really sounds nice, i have always been a fan of the shield on all classes. However the sad thing is the way it applies Protection, at the START of shield skill usage. This means that after the 3second block on shield4, we only get 1/4 of the protection in reality. Sure there are unblockable skills, but these are few and far between. Oh and you say it applies to allies? Sure, on a rediculously small 240 radius. YAY!

3.2.2 AMR – Has not change, this trait is better than anything else in Inventions. Nothing else worth taking in the adept slot. This is BETTER at supporting your team, its better at self sustain even considering the added block and protection on shield. I mean really, who thought this up?

3.2.3 Autodefense bomb dispenser – Remove this, its junk without even considering the insane 30 seconds CD. Geez.

3.3 Heal Resonator – Pointless. For more reasons than just small radius.

3.4.1 Experimental turrets – Meh for the few that want to run niche builds, could increase the duration on most of the boons though.

3.4.2 Soothing Detonation – Quite a cool trait. Like the idea and fits our playstyle.

3.4.3 Mecha legs – very much a good trait. Would even have competed with the old speedy kits in this form.

3.5 Energy Amplifier – We all know how great 250 healing power is right? Meh…

3.6.1 Advanced turrets – Niche build, don’t care, turrets suck. Although some people would like you to add autorepair to the turrets somewhere. This could be the place.

3.6.2 Bunker Down – Pretty cool trait that fits amazingly well with our thematic. The healing isn’t passive so it promotes skillful play which is a refreshing adition.

3.6.3 Medical Dispersion Field – Cool idea, wrong place. Two support like traits in the same GM slot seems stupid. Its not a bad trait but just seems odd.

Discussion :
Inventions got a lot of love with these changes and most of them are good. Most of the traits are defining your role and gameplay significantly even if some are niche.
Devs did really well on this one! Bar the adept choices obviously.

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(edited by Novuake.2691)

Discussion on each Engineer traitline

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Posted by: Novuake.2691

Novuake.2691

2. Firearms : Condi heavy line pre and post 23rd as well as weapon improvement, however more crits has been added as well.

2.1 Sharpshooter – Not bad, but as mentioned, bleeding sucks these days.

2.2.1 Chemical rounds – Now from my rudimentary testing (i could be wrong) the condi duration ONLY applies to the condis directly applied by the pistol itself, not traits proc’d by the pistol. I am not sure if this is intended or not, but WOW that is bad. A good engineer uses their weapon so little compared to kits.

2.2.2 Heavy Armor Exploit – Meh, its okay I guess. But really nothing special.

2.2.3 High Caliber – This fits pretty well with the engineers short to medium range playstyle, I do think the radius needs in increase. Maybe 320-360?

2.3 Hematic Focus – We apply ons of bleeds, so makes sense, boring as it might be. 10% is plenty and significant.

2.4.1 Pinpoint precision – On paper this looks nice, but Flat conversion traits have never been great for condi, its usually better to apply more condis rather than have flat increases, due to that, this trait is very underwhelming.

2.4.2 Skilled marksmen – The CD reduction is quite nice for some builds but honestly the attack speed increase is pointless. We never actually use autoattacks to DPS. Overall a nice trait, but considering what some classes have gotten for their weapon traits, quite underwhelming.

2.4.3 No scope – This i REALLY like. Unlike the more boring High Caliber going into tight range just to gain fury for a burst and then creating distance is really a nice mechanic.

2.5 Serrated Steel – Bleeding you apply last longer. Terribly boring and incroaches on Warrior territory. Since bleeding sucks, this isn’t helpful whatsoever.

2.6.1 Juggernaut – Decent I guess. Interval can be changed to every 2seconds on Stab though. FT still is relatively bad choice to be camping in, decreasing the interval can incentivize it a bit more. Alternatively the increased damage on FT should be added as FT dmg is terrible even with the old trait.

2.6.2 Modified Ammunition – Never been a great trait but has its uses in PvE. Honestly don’t think this deserves to be a GM.

2.6.3 Incendiary Powder – Sounds good, feels terrible compared to the old IP. Sure the old IP was a bit too strong. But this is pretty bad, it might be bugged though. Have not had a chance to test.

Discussion :
This trait line was always quite underwhelming. Going into it now still isn’t great. Its condi focus is pretty lackluster but very much improves our CritChance.
Overall there are very few game changing traits in this line and that saddens me, we are at the second tree and very few traits stand out as gameplay altering, among those that do are more niche play that few people will end up using like juggernaut.
The lack of proper conditions besides burning also means that condi engineer will fall out of favour completely.

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Discussion on each Engineer traitline

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Posted by: Novuake.2691

Novuake.2691

Hi guys, so we all have our opinion on what sucks and what is nice in the new traitline.
After almost 2 weeks I will be giving my opinion from a PVP/WvW perspective with a few shoutouts to PvE since some traits are purely useful in that setting.

I will outline each traitline in summary and then follow up after each trait individual description with the goods and the bads.
After the trait discussion I will be discussing a few other things that are relevant after the changes.

Please use my numbering for easier discussion.

1. Explosives : This traitline has always been a staple of any build and mostly centers around turrets, bombs and nades.

1.1 Evasive Powder Keg – the ICD on this is extremely unnecessary, especially post vigor nerf, it is gated by Endurance.

1.2.1 Grenadier – Despite the known bug this trait is still pretty good, i don’t have anything to say really.

1.2.2 Explosive decent – Kind of takes diversity out of the tree. But yeah, niche usage in WvW.

1.2.3 Glass Cannon – PvE orientated trait, maybe a bit of use on SD builds with good burst. Mostly useless otherwise and flavourless trait I really feel is boring, don’t even know why this is in explosives. Should have been in firearms to replace High Caliber or something if they really wanted it in the game.

1.3 Steel packed powder – meh, nothing special but makes sense.

1.4.1 Aim assisted rocket – I like this, its clearly a bit buggy and not working with all explosives traits though.

1.4.2 Shaped Charge – Boring again, these boring traits feel like minors… Don’t get it… Anyway oriented to PvE more than anyhing else.

1.4.3 Short Fuse – Lovit. Although we all know the radius of these bombs are odd, I cant seemt to figure out if 240 is baseline and if so, not in all game modes.

1.5 Explosive Powder – this being a minor in Expl is great and very impactful on most builds, sadly this minor is better and more important than bloody Shaped charge, go figure.

1.6.1 Siege Rounds – while a pretty cool trait, i honestly think this could have been a minor to replace shaped charge, alternatively leaving it as a GM and added a dmg boost to it for mortar would be nice.

1.6.2 Shrapnel – Love the cripple on this but the bleeding is terrible post condi changes. Chance is too low for Bombs too.

1.6.3 Thermobaric Detonation – overall a game changing trait in idea that promotes skillful and interesting play, but in practicality useless. You sacrific endurance for it to get an extra blast, but due to the CD on Evasive Powder keg, this trait will see no use. Very disapointing.

Now for a quick discussion.
Explosions was always the tree you went deep into for meaningful gameplay defining traits. This is still the case in many way but most of the traits are underwhelming.
Short fuse is VERY impactful but the whole traitline is balanced around 3 grenades per skill instead of one bomb. This promotes the grenade kit way more, nades were always better but bombs have never been this badly suboptimal, the extra fields barely incentivize this using bombs now.
For condi engineers we have to go into this tree, but the only reason to do so is for shrapnel (the vuln isn’t reliable enough), but shrapnel is quite useless after the condi changes, bleeding means little vs the insane poison, torment, burning or confusion some classes can stack VERY quickly.

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(edited by Novuake.2691)

Shrapnel underwhelming?

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Posted by: Novuake.2691

Novuake.2691

Don’t forget that bleeding is useless in comparison to other condis now.

So yeah, it sucks.

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GS: having problems to engage or disengage

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Posted by: Novuake.2691

Novuake.2691

Using a movement skill should be faster by a noticable margin to running with swiftness.

If you have swiftness and using a movement skill does not benefit you above pure swiftness, there is something wrong.

I agree with OP but i feel all relating skills should be treated the same.
Don’t care about movement modifying effects, but increasing the skills by a flat amount across the board makes sense.

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The Recent Game Changes and Anet

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Posted by: Novuake.2691

Novuake.2691

People that are happy tend to post a lot less on the forum, so don’t assume it unanimous.

I for one like the changes, however some things need rebalancing and reordering.

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Sad End for The Engineers?

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Novuake.2691

really? chaith played ESL without grenadier

That trait was banned iirc.

Immediatly engi’s far less popular.

I don’t believe engi’s are in a good spot at all. Best bet is probably to go conditions, but even that you won’t do as good and if you run into one necro you are practically a free kill. To much very strong counterplay to going condition as engi.

Don’t forget Elixir Gun. Has tons of cleanses (however convertion of condis into boons isn’t an option since requires dropping sustain trait), you can also have cleanses with Med Kit.

I would dare to say, if they tone damage of power specs (e.g. Mesmers burst, backstab, bugged nades) then Settler condi-bunker-support with EGun, Med Kit, bunkerdown etc should be more than viable.

The problem with EG is that it the condi clear is slow. One per skill, and only 3 skills total on self(assuming its traited). Post patch most classes can apply faster than we can cleanse with EG. HT is our only hope and even then any sort of condi bomb reks us.

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Sad End for The Engineers?

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Novuake.2691

we are going to have to play condi after the fix.

Nope. Engis main strength is bleeding and fewer stacks of everything else.
Other classes have more condis now and are using it as a burst, mesmer confusion and torment, guardian and ele burning, thief poison and bleeding.

Condi engi can not keep up, especially since rabid leaves us even weaker to condis than before.

I am afraid that OP might be right and as soon as the Grenade barrage is fixed, we will be among the weaker classes.

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Question about elixir X

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Posted by: Novuake.2691

Novuake.2691

The laziest elite ever.

I think crate still takes that title.

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Doubting Celestial for Engineer

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Novuake.2691

Honestly anything with Vital seems a must.
We are not making that much use of the condition damage now that the other classes are actually using condis as burst.
So I don’t know, I am afraid that the grenade bug is the only reason marauder is working for some. But we can’t be in the thick of the fight anymore, camping nades or something seems best with any amu.

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(edited by Novuake.2691)

Elementalist is very OP

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Posted by: Novuake.2691

Novuake.2691

So broken. Mega buffed by the burning changes and the celestial buff

Celestial was not buffed.

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Engie skills take longer to execute?

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Posted by: Novuake.2691

Novuake.2691

Lol i been thinking its just lag or my brain isnt getting into the changes.
Been cancelling my own kitten skills by kitswapping.

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Question about elixir X

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Posted by: Novuake.2691

Novuake.2691

Don’t forget that Mesmers Moa is now a signet. And the passive is pretty great. Very few mesmers even run Moa. Its also pretty bad compared to their other elites.

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why not a grenade belt ?

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Posted by: Novuake.2691

Novuake.2691

Onions are like cake, they have layers!

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[Forum Specialist] Specialization Update

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Posted by: Novuake.2691

Novuake.2691

1. Ignoring the bug on grenadier making it godly, how have grenades felt with the 900 range? Does mortar kit make up for it?

Definitely, although I feel the 28% nerf is a bit heavy handed, I do think that if all traits work with it though, it would make up for it!
The range is irrelevant since you use in close range in most cases anyway.

2. What elite have you been taking? If you had to rate them from best to worst, how would you do it and why?

I have tried all of them and still think crate and mortar heavily outclasses Elixir X, due to limited space in PvP, crate is stronger there, but Mortar still has its using, for both WvW roaming and zerging its just awesome.
Since I dont zerg much in WvW here is my order :

Supply drop.
Mortar kit
Elixir X.

The main thing keeping Elixir X from being useful its RNG factor coupled with a long CD, Rampager outclasses Tornado by quite a bit. If the CD is reduced decently or the RNG removed it would definitely be used by me a hell of a lot more, in both Elixir builds or not.

3. Are you using Flamethrower, EGun or Bomb kit more at all?

Egun, always have used it a lot, but love the QoL changes.
Bomb, the expl traits seem to be balanced around nades so the kit feels a bit weak, even more so than prepatch. I use bomb kit less now than prepatch.
Flamethrower is still meh. The burning should apply earlier during the auto in my opinion and the fire field needs some cleaning up, its very unreliable.

4. Engineers currently have a LOT of builds to work with. Which is your favorite so far? Please don’t include any builds that utilize bugs.

HGH Celestial I made a build on, still uses Healing turret though.
SD is amazing for a bit of fun.
Condi engi sucks now. Other classes do it better. Mostly mesmers(more access to Torment and confusion), thieves(poison and bleeds), ele(burning) and necros do it a lot better due to the cap on poison and burning being removed. Bleeds are very weak post patch and since that is the major strenght of the engis conditions, we feel a bit left out.

5. Have you tried the new med kit? My experience has been it being a bit clunky.
Are you using any heals besides Healing Turret now?

Not really, Healing Turret still outclasses all else.
Med kit auto is complete trash. Using the dropped stuff is extremely clunky and near impossible to get of and see in the heat of combat. Resistance on 5 is very little too.
Elixir H still has the problem of the RNG, removing regen or adding it by default would go a long way in improving it.
AED still isn’t remotely worth, the toolbelt still does not daze reliably at all.

6. I’ve heard from some people that the gadgeteer trait is a bit lackluster. Do you agree and if so, what do you think would make it better?

Cant comment have not tried.

Extra notes :
1. Shrapnel is the only real reason why you would go into explosives as a condi engi(especially now that bleeds are inferior to an extreme extent compared to other condis) and it kinda forces you into it, but the rest of the line feels pointless for non-power builds, the line also seems heavily balanced around nades, which leaves bombs behind. There literally is nothing in the Adept part worth taking as a bomb engi.

2. Thermobaric Discharge sucks with the CD. No reason to take it and it does not belong as a grandmaster.

3. To improve FT usage you could change Juggernaut to apply one stab every 2 sec for 2seconds. Also improve the actual burning application for it. The fire fields is inconsistant too, as its always been.

4. Autodefense bomb still has no use, too long a CD.

5. Overshield is underwhelming and greatly outclassed by AMR, increasing the Protection duration and added the application of the protection AFTER the shield ability has completed will make this much better. Effectively we only get 1 sec of protection after the block completes. Which seems stupid.

6. Alchemy is pretty epic now, only problem is that Iron Blooded does not feel impactful for a grandmaster. Slight increase to 3% would be all the help.

7. Tools is great too, but less used for obvious reasons, but there is zero reason to take Streamlined kits now, even the swiftness isn’t great with Mecha legs as an option. Kits are engineers main thing but the defining trait for it sucks. Separate CDs, even if they are higher, for each effect would go a long way to improving this. Separating the swiftness CD(and reducing it) from the swap effect would be great too.

8. Kinetic charge also will see no use. Do not have any ideas for this one though.

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(edited by Novuake.2691)

wow! they nerf SHOUTS!

in Warrior

Posted by: Novuake.2691

Novuake.2691

Not sure about the numbers as i never really ran shoutheal prepatch, running on clerics stats you grt 2200 heal. It seems like its scales witg healing power now and the base is reduced,which is a healthy call for the game me thinks

Anet buffed power aspect too much. Even though Shout wasn’t get nerfed right now, it wouldn’t be enough to be tanky like before against currently increased power level becuz of Strength line’s Berserker trait. If Power got increased, Shout heal also need to be increased. Otherwise, it is not really a buff but nerf.

Thus It is just better not to use Shout currently

All damage output is higher, I am sure that will be fixed soon enough. At least I hope so.

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wow! they nerf SHOUTS!

in Warrior

Posted by: Novuake.2691

Novuake.2691

Not sure about the numbers as i never really ran shoutheal prepatch, running on clerics stats you grt 2200 heal. It seems like its scales witg healing power now and the base is reduced,which is a healthy call for the game me thinks

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[PVP Build] Clerics Shoutbunker! (not bow)

in Warrior

Posted by: Novuake.2691

Novuake.2691

  • Fear me is a must unfortunately, without it you can not decap at all.
    You can swap out For Great Justice! but I honestly would not give up the bit of extra team support via heals, might and fury.
  • I tried cleansing Ire, but as mentioned, don’t need the adrenaline, you are not using Flurry for damage, and Skulcrack CD is big for the adrenaline generation we have.
  • Yeah the sigils are definitely up for debate. I sort of defaulted into that setup as I am not swapping to sword immediately after the swap CD is up. Leaching works well. Hydromancy feels useless, renewal works too, didnt try paralyzation.
  • Regeneration really is the most useless boon in game, I can not see a reason to invest in a banner for it.
  • Sword 3 hits for around 3K(under 50%HP) with 5 might I would estimate. Not that much, but you can have quite a bit more might and a lucky crit on Fury will push that to alot more.
  • I like to be mobile and there are cases where you need to be able to escape, sword2 really does this well. Warhorn really is great too mainly for the weakness and team condi clear, since vigor got nerfed that part is not as strong, but still good.
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(edited by Novuake.2691)

Stat Conversion Mechanics Not Functional

in Bugs: Game, Forum, Website

Posted by: Novuake.2691

Novuake.2691

I noticed this, though it might just not be updating the hero page correctly as I saw some improved performance. How did you test?

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Diamond Skin - Working as Intended?

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Posted by: Novuake.2691

Novuake.2691

Broken forum… New page… WHY no fix?

Rito please.

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Diamond Skin - Working as Intended?

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Posted by: Novuake.2691

Novuake.2691

Oh look! Sayan complaining about something again! Anyone surprised?

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[PVP Build] Clerics Shoutbunker! (not bow)

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Posted by: Novuake.2691

Novuake.2691

Right! Now for some play style guidelines!

The idea is to be heavily defensive and support your team as much as possible.

To kill is quite difficult and requires some timing, you rely on might and countering after the enemy has used their big skills. Without might duration you have only small windows in which to deal damage. To pull this off you stack up the might by blocking and defending cap as well as supporting your team. Once the enemy has used most of their high offensive CD, for example a ranger LB2, you have quite a bit of short duration might, that is when you need to counterattack with a FOR GREAT JUSTICE! (so appropriate), close the distance with shield bash, use a skullcracker, mace skill 3 into Sword 3 if they are below 50% HP, if this does not drop them, the Doom sigil should keep their healing in check for the swap back to mace and rotation repeat, don’t worry too much about stacking adrenaline for skullcracker, the damage stays the same at all levels and the extra stun isn’t helping while you are on the offensive.
By the time your might and fury wears off, your defensive shields and shouts are back up and repeat the process.
Choose your targets well for this burst, Celestial Eles are too tough for this for example.

Rampager is a really strong skill but its important to use this at the right time. Its GODLIKE in teamfights, but burning it too soon means you lose out on rezzing teammates and secure stomping, those 2 are the main priority of Rampager in this build.

Well there we are ladies and gents! Hope you enjoy the build and let me know what you think, feel free to rip it apart, all feedback welcome!

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[PVP Build] Clerics Shoutbunker! (not bow)

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Posted by: Novuake.2691

Novuake.2691

Discipine :

Minor1, Versatile Rage, grants 5 adrenaline on weapon swap. Meh…

Adept, warriors sprint, 25% increased movement speed when wielding a melee weapon, movement skill removes immobilize. REALLY useful when you need to get out and recover. Must have trait on this build as we have no range weapons.

Minor2, Fast hands, one of my favourate traits, Reduces recharge on weapon swap by 5 seconds. This helps you react much faster to enemy plays, it allows us to proc sigil of doom and use skill3 on sword for a quick damage proc before swapping back to our main set.

Master, Brawler’s Recovery, Remove a condition on weapon swap, only useful trait here and its not bad, just not exceptional because we already have so much cleanse.

Minor3, Versatile power, Gain 2might when you swap weapons and burst skills recharge 15% faster. The might once again is very useful to down enemies.

Grandmaster, Heightened Focus, Striking a foe below 50% HP grants quickness for 4 seconds. This is on a really short 15 sec CD.
A very helpful trait that makes stomping and finishing off enemies a lot easier.

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[PVP Build] Clerics Shoutbunker! (not bow)

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Posted by: Novuake.2691

Novuake.2691

Tactic :

Minor1, Determined revival, gain 300 toughness when reviving, helps a bit.

Adept,another optional.
I chose Quick breathing for reduced recharge on warhorn skill, adds some condi cleanse and better uptime on vigor on your team and weakness on enemies.
Alternatively Leg specialist can help for some more soft CC, although I found this interfered with decapping when trying to fear people of cap.

Minor2, Revivers Might, gain 3might to all allies when you rez an ally, useful for more counter damage which is the best way to deal damage in this build, I will get into this in the notes at the end.

Master, Shrug it off, cast Shake it off when you have 1 condition on you. This trait benefits from all shout traits, so it heals for 2200, has reduced cooldown and removes an extra condition for allies.

Minor3, inspiring Presence, might you apply grants 10 healing power per stack, this is the main reason(and obviously extra damage) we are using Battle Sigil. It just synergizes really well with the build in general.

Grandmaster, Vigorous shouts, the defining trait of this build, this allows us to shout more because of reduces CD, it also allows shouts to heal. Also grants 5 adrenaline per shout, which is not that useful.

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[PVP Build] Clerics Shoutbunker! (not bow)

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Posted by: Novuake.2691

Novuake.2691

Traits. we are going into Defense, Tactics and Discipline for a near full defensive build!

Defense :

Minor1, Thich skin. Gain toughness above 90% HP. Meh sucks but its free.

Adept, shield master, this trait got a major buff with 23rd patch. Reduces shield skill recharge by 20%, blocking an attack grants might, blocking reflects projectiles. Pretty self explanatory, more blocks, useful reflects and might for the counter burst that I will explain at the end.

Minor2, Adrenal Health, heal every 3 seconds based on adrenaline level. While not very strong after the nerf over a year ago, its still useful in this build due to our great healing power.

Master, Here you have options.
I picked Sundering mace, for the Cooldown reduction and vuln on mace skills. The daze and block really are up quite a bit more.
Alternatively Defy Pain can be nice for 4 seconds of extra invuln.
Armored Attack, add 10% of your toughness to power, less tanky but still worth a try for a bit more damage.

Minor3, Spiked armor, Gain 150 toughness when you have retaliation, crit applied to you grant retal. Useful for the build we are going.

Grandmaster, Rousing Resilience, gain 1000 toughness when you break out of stun, nice extra power dmg mitigation, especially with Shake it Off on such a low CD.

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[PVP Build] Clerics Shoutbunker! (not bow)

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Posted by: Novuake.2691

Novuake.2691

Weapons :

Sword/Warhorn.
Sword : Used for mobility, executes via skill 3 because of the <50% damage and power scaling. Also a great immob tool. Mostly not going to use this much during fights.
Warhorn : Compliments mobility. Grants more team cleanse and support. Weakness is really useful to help you bunker.

Mace/Shield, you will mostly be using this weapon set.
Mace : Has a block! Dazes and weakness application.
Shield : Block and stuns.

Didn’t choose bow as we are not running Cele so condi damage is very limited, bow also does not provide worthwhile defense or utility.

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[PVP Build] Clerics Shoutbunker! (not bow)

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Posted by: Novuake.2691

Novuake.2691

Hi guys!

Just here to show you an interesting build I have had some success with.
This is my second build post June23 I am sharing.
To be clear this build will likely never be meta but if tanking is your thing, this build is pretty epic, even with the crazy damage output of the current state of PvP.
This build is also better with a team(premade) that understands your role, hotjoin or soloQ just does not compliment the build well unless you strike it lucky or explain well to them pre-match and hope they understand.

Uses and role :
AoE instant heals.
Team condi cleanse.
Decapping/bunker.
Great mobility.
Safestomping and rezzing.
CC machine.
Lacks range of any kind.
Very defensive with near zero damage output unless you get a good lockup and understand the counter attack I will explain.

BUILD :
http://intothemists.com/calc/?build=-wBxF-0-NKFO0X4BLkQ0;9;4fgh;0058137157;4SkG6T;1ZF18ZF183H

Right here we go for some more detail and reasoning behind choices.

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(edited by Novuake.2691)

What are you rifle engineers doing now?

in Engineer

Posted by: Novuake.2691

Novuake.2691

Game mode?
Kits are an integral part of the engineer but you can run anything in PvE.

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Aim Assisted Rocket + Shrapnel BUG

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Posted by: Novuake.2691

Novuake.2691

Is that even supposed to proc shrapnel? I know it’s a rocket, and “explosive”, but they may have deliberately prevented it form procing such things because it’s a free attack.

Of course, if it’s procing steel-packed powder, then I guess it should probably proc shrapnel too.

I haven’t actually tried this trait out yet, if that wasn’t obvious.

“Explosive rocket” It could have just said rocket.
It also benefits from any other explosive trait, just not shrapnel.

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Aim Assisted Rocket + Shrapnel BUG

in Engineer

Posted by: Novuake.2691

Novuake.2691

Are you supprised?

Veewee just drop this into the bug forum and report it ingame, you know better.

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