@$20 an hour! It’s worth it!
@$20 an hour! It’s worth it!
IT’S ONE kittenING SECOND OF IMMOB
ONE
UNO
SECOND
one
On a 24 second cooldown. Literally there is a 1/24 uptime on immob. It is literally the shortest immob in the entire game on the longest cooldown of all immobs in the entire game.
ROFL
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(edited by Ostricheggs.3742)
immob and chill are condi not cc
Supply drop is the only cc in this build and it’s on a 180 second cooldownChill is considered soft CC and immobilize keeps targets in an area from moving… Sounds like Crowd Control to me…. But to say that it has NO CC is just wrong and if you want to count the blinds they also count as what some would call soft CC because they control whether or not your targets attacks land…. To say that it has no CC is almost as absurd as saying “This build sucks at applying conditions”
Glue shot immobs a target for such a short duration that if you throw a grenade they’ll sometimes have time to dodge out of it.
And I would hardly call chill and blind “cc” against most classes.
Supply crate is CC, but it’s our kittening elite on a 180 second cooldown.
Yes, the build has no regular access to CC. If a guy is getting stomped, the only thing I can do is drop a supply crate. Almost every other common TPVP spec in the entire game has more access to hard and soft CC.
Glue shot interrupts targets current animation… Because Immobilize interrupts current skills… Freeze grenade results in a 66% movement decrease and skill recharge increase for a longer duration than most stuns or dazes. And after supply crate is dropped it has even MOOORRREEE immobilize to be honest immobilize and chill are worse than daze and stun… The only thing stronger would be blowout knockbacks but those are rather rare….
Immobilize does NOT interrupt skills. Are you kidding me? Please stop man. Please. You don’t know what this build is and its strengths and weaknesses and you don’t understand even the most basic of in game mechanics. Your posts are rife with inaccuracies and hyperbole that is not conducive to discussion in any way.
http://wiki.guildwars2.com/wiki/Immobilize
“Characters suffering from immobilized are bound by purple tinted ethereal chains. Whatever animation they were going through when they were immobilized will also be halted. "
You were saying? And yes I know it does interrupt skills because when I do Hammer #3 on my guardian (in line immobilize) I see “interrupt” which is why I went and looked for other effects of immobilize… Also when an ele uses magnetic grasp on me it has interrupted me… So inaccurate how? And to say that freeze grenade doesn’t fulfill CC roles is just ridiculous its a 2 second chill which in fast fights can feel like forever… And no class has enough condition cleanses to keep up with how fast this build applies them especially with all the might stacks.
Go test it right now. Just do it. I know beyond a shadow of a doubt that it does not interrupt casts. I am a billion percent positive.
Immobilize is CC, but it does NOT interrupt casts. Glue shot will never interrupt anything and is only good for the junk cripple and kiting.
@$20 an hour! It’s worth it!
immob and chill are condi not cc
Supply drop is the only cc in this build and it’s on a 180 second cooldownChill is considered soft CC and immobilize keeps targets in an area from moving… Sounds like Crowd Control to me…. But to say that it has NO CC is just wrong and if you want to count the blinds they also count as what some would call soft CC because they control whether or not your targets attacks land…. To say that it has no CC is almost as absurd as saying “This build sucks at applying conditions”
Glue shot immobs a target for such a short duration that if you throw a grenade they’ll sometimes have time to dodge out of it.
And I would hardly call chill and blind “cc” against most classes.
Supply crate is CC, but it’s our kittening elite on a 180 second cooldown.
Yes, the build has no regular access to CC. If a guy is getting stomped, the only thing I can do is drop a supply crate. Almost every other common TPVP spec in the entire game has more access to hard and soft CC.
Glue shot interrupts targets current animation… Because Immobilize interrupts current skills… Freeze grenade results in a 66% movement decrease and skill recharge increase for a longer duration than most stuns or dazes. And after supply crate is dropped it has even MOOORRREEE immobilize to be honest immobilize and chill are worse than daze and stun… The only thing stronger would be blowout knockbacks but those are rather rare….
Immobilize does NOT interrupt skills. Are you kidding me? Please stop man. Please. You don’t know what this build is and its strengths and weaknesses and you don’t understand even the most basic of in game mechanics. Your posts are rife with inaccuracies and hyperbole that is not conducive to discussion in any way.
@$20 an hour! It’s worth it!
Engis are close to eles in strength right now but their fix is much simpler in my opinion, just reduce hgh stacks duration and then re-evaluate their strength. Honestly I’m surprised that there is minimal qq about engis considering how powerful they are at the moment.
And those of us playing that build continue to think about making threads like “It’s time to nerf Thieves” but we don’t. Yet, we’re all thinking it. Same old QQ.
doesn’t this build have elixir S? Isn’t that a stun break… Doesn’t this build also have toughness…. Playing this their should be 0 issues with thieves
This build does have trouble with thieves because of the single stun break and weakness to headshot. If a thief plays very well he has excellent opportunity to kill an HGH engi like most other classes.
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immob and chill are condi not cc
Supply drop is the only cc in this build and it’s on a 180 second cooldownChill is considered soft CC and immobilize keeps targets in an area from moving… Sounds like Crowd Control to me…. But to say that it has NO CC is just wrong and if you want to count the blinds they also count as what some would call soft CC because they control whether or not your targets attacks land…. To say that it has no CC is almost as absurd as saying “This build sucks at applying conditions”
Glue shot immobs a target for such a short duration that if you throw a grenade they’ll sometimes have time to dodge out of it.
And I would hardly call chill and blind “cc” against most classes.
Supply crate is CC, but it’s our kittening elite on a 180 second cooldown.
Yes, the build has no regular access to CC. If a guy is getting stomped, the only thing I can do is drop a supply crate. Almost every other common TPVP spec in the entire game has more access to hard and soft CC.
@$20 an hour! It’s worth it!
Eles get a massive amount of AoE protection on swap to earth attunement from the 5 in arcane. It’s one of the strongest accesses to prot in the game
Its actually 10 in arcane and the “massive” amounts of protection are not as easy to come as you might think!
Let me explain some things about elementalist.
Attunements have 2 sec global cd plus 16 sec individual cd.
So if you just go 10 in arcana for that trait then you have 13 1/3 cd of earth plus 1 2/3 global cd which means 15 sec at most that you get acces to prot which lasts 5.5 sec.Thats a bit higher than 1/3 uptime which seems good and all but you will 99% of time spend more than the global att cd time in earth for casting 1-2 spells .That drops prot uptime much more at less than 1/4 in practice.
So prot uptim is great but to get the most of it (which btw is what people use to in their calculations against it) you need :
a)30 in arcana for lower att cd,global att cd,boon uptime so forget about having 1 trait giving too much!!Its the whole traitline required!
b)Spending as low time as possible in earth..which means you cant stack bleeds with autoattack which means that a lot of builds are really hindered by this trait and the way everything must happen on swap
Id like to mention that same things apply to on swap heals,regen boon and condie removal in water..You gt the most of your mony with those spending the lowest time in water which again is not possible and many poeple forget to think about in their calculations..Not to mention that it again kittens up low in arcana builds..
The way som things are designed in this class ar so bad imho..
A very large majority of eles spend a LOT of time swapping in between attunements to get the maximum effect out of their on swap mechanics and evasive arcana (in water and earth specifically because those have the best EA effects and on swap effects), blowing long cooldowns on each attunement on the way to maximize the effect.
Very rarely do eles use the 1 on their attunements, especially in d/d. There’s no point.
And yes, the arcane tree is a huge problem for balancing eles. It becomes a necessity and limits builds drastically. Why go anywhere else? The traits are too good to pass up and the attunement CD is a must. Even if they buffed the other trees without fixing this problem, you’ll still see X/X/X/X/30 builds all the time
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yes sorry mursie for not mentionning my class , I’m playing as a warr and I’m not using a berserker jewel (edit: using soldier’s amulet actually) still I die pretty fast against guardians
do you think it is normal for a class to have a 20 sec poison ? that’s just non sense especially if you have no condition removal skill in your bar :/also “Nilgoow” sorry to disapoint you but am not editing my first post , you can take another screen shot and even print it if you wish so
HGH engineer is over the top right now everything in that build is too much it has good condition cleanse CC and every attack has conditions. I’m sorry but as a warrior you are going to have a tough time against that build.
Dude. It has no CC at all. Zero. For the love of god man, will you please stop talking about this build when you don’t understand it at all?
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yes sorry mursie for not mentionning my class , I’m playing as a warr and I’m not using a berserker jewel (edit: using soldier’s amulet actually) still I die pretty fast against guardians
do you think it is normal for a class to have a 20 sec poison ? that’s just non sense especially if you have no condition removal skill in your bar :/also “Nilgoow” sorry to disapoint you but am not editing my first post , you can take another screen shot and even print it if you wish so
Well there’s your problem. Playin the worst class in the game ATM. Warriors are not good under any circumstance sadly. They also have the worst access to condi clear of any class in the game. HGH will eat you alive and spit you out to the character select screen.
And as far as the poison goes, you stood inside the engis poison field. It’s quite literally the only thing that will get that duration. Like mursie said, it has no red circle around it because it’s bugged out. Just don’t stand in the three rings with a green cloud interior and you’ll be fine.
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With Fury,they give us 20% of crit chance,equal to 400 precision as you state.t
The only way, we can have fury is through Air 10 traits. And while we may have permanent fury, we can not burst as hard as Zerker since we are not traited for power. I believe, to be a zerker, you will have to have a good Power, Crit Chance and Crit Dam. Since we don’t have many power and don’t trait for power,what good fury to us if we have low power output? And certainly we wil never have a chance to burst as good as a Zerker.By toughness, I believe you are talking about Earth trait 10 that give protection? If not, our toughness only come from armor and the same as all other class. And while we may be able to keep Protection up,in a long run, it will not that much matter in a big fight with Cnditions flying around.
10 pts in Air and 10 pts in Water, that would make us either have 10 less in Water or Arcanee which either of them is very important to us. I tried 0/10/10/20/30 or 0/10/10/30/20, both works inferior to our popular build 0/10/0/30/30 or 0/0/10/30/30. You die way faster.Condition will eat you when u don’t have access to Grandmaster Water or you will die with Burst because you can’t switch attunment fast enough.
Unless Anet give us less need to trait in Arcane (less CD time on attunment swapping),Eles is fine at where it stands ATM.
You get fury on attunement swap for 2.6 seconds if traited 30 up arcane. You are not traited for power, but nobody ever is on an ele because fire sucks donkey balls. The point I was trying to make was the valkyrie ammy gives the same amount of power and crit damage with no precision. AKA it deals the same amount of damage as a zerkers amulet IF you crit, a sacrifice that’s made up for greatly by eles very good access to fury.
Eles get a massive amount of AoE protection on swap to earth attunement from the 5 in arcane. It’s one of the strongest accesses to prot in the game
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Im tired of the 1000 engineers with this build already. Its needs to be nerfed. I have no clue how difficult it is to play but when I see a cookie cutter build for a class it tells me its op.
Infallible reasoning right there. Excellent post and great point.
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At this point, after the subtle nerfs that they’ve seen, I think that the reason why they’re OP is a combination of their absurdly high mobility, tankiness and ability to deal burst damage at the same level as a zerkers ele with a valk ammy/zerk jewel. Their AoE healing is pretty kittening strong still too. Oh, and they have AoE protection on demand, one of the most underrated things that an ele has. I guess their 3 stun breaks are pretty good too. Lightning flash is amazing as well. And I suppose their blast finishers. Their CC is pretty good too I guess.
They don’t deal as much damage overall as you might think. Ok, I take that back, I’ve been hit for 6k firegrabs by eles in valk ammys. They’re good at everything.
Fire Grab is so hard to hit though, that I think we can let it crit for 6k.
Yea, firegrab can be hard to hit. So can blowtorch in the exact same way. Really good eles land it a good 75% of the time. It can be fickle, I know.
But the point of my original post with regards to valk ammys is that the stat distribution ends up so that they do as much damage as zerkers WHEN they crit. Their lack of crit is made up for by their access to fury which is equal to 400 precision. I know it’s total RNG, but when the stars align and a calf is slaughtered in sacrifice to the RNG gods they literally do as much damage as zerkers.
That’s what I don’t like. It’s more of a problem with valk ammys than eles TBH. Again, I KNOW that they have much much less crit than zerkers, but tell that to the guy who just got crit twice in a row.
Yeah I understand but that’s the same for thieves for example. I’ve hit for 5k, 5k, 6k, dead on my thief and the other time my hits don’t crit and it’s barely 6k in total. Criticals are supposed to do this.
I also know that, but the RNG becomes exaggerated with valk ammys and the fact that eles get a very hefty access to fury which equates to 400 precision. On top of it they receive toughness which scales very, VERY well with their healing.
So not only do they have the opportunity to deal burst damage like a zerkers, they get additional stats that stack extremely well in their main build.
Honestly it’s just an extremely well designed build. The weakness created by a lack of crit is made up for in fury giving them the ability to sustain far longer. They sacrifice readily availabe burst and depend on complete RNG to down people over the long run. Again, that’s my problem with valk on eles. It increases survivability drastically and makes it more about random kitten crits than any other class/spec in the game.
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OstrichEggs is 100% correct that HGH builds in s/tpvp are over powered because you can be a bunker AND a damage class at once.
yo mang, I never said I could bunker anything. Actually just the opposite. For me, standing on point against a player of any class is a kittening nightmare. It makes any fight 3x harder for an engi, especially trying to hold a point already half-way neut and not being able to pop elixir S.
Hell, most of the time I just let the point go neut so I can kill the kitten then just recap it. It’s better to let it go neut than to lose it.
kitten is pretty OP though. Not for the survivability but for the raw killing power. A terrible engi can maybe down a couple dudes if he lands a few lucky nades. A GOOD engi will survive long enough for the other team to blow condi clears and wipe them altogether.
Surviving is not our specialty.
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(edited by Ostricheggs.3742)
Some classes have no access to Condi removal. Mesmers for instance… If we bring Condi removal we have .1 stun break and the condition removal is on long cooldown. An engi with this build on this map can might stack before leaving the gate faceroll the mob and go support mid at that point most of the elicits are.off CD and he is AOK for clearing conditions in the.bout for mid
2 stun breaks (illusionary leap), 2 invulns (three if you count the reset), a daze, a teleport on staff, a stun on your offhand, perma vigor on a minor 5 point trait (everyone seems to forget this one), energy sigils.
You have more dodges and invulns than I can comprehend. While I agree that you have to sacrifice something for condi clear, if you don’t do it then you’re probably gonna die in a teamfight. If you DO take nullfield over IOL you’ll be fine, I swear to god it’s a good utility. I don’t understand why mesmers don’t drop it when they see an engi. It’s not worth it to eat a shrapnel and slowly bleed out over 15 seconds.
1v1s are a different story if you’re a stellar mesmer. I get beat a good 90% of the time by top mesmers in a straight up “duel”, albeit those situations are extremely rare. That’s even without nullfield, just straight up me getting buttkittened
Incidentally you said just a few days ago you win 90% of your 1v1 fights against any and every profession because your HGH Engie kills easily and without remorse.
I do. I’m talking about “duels”
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Some classes have no access to Condi removal. Mesmers for instance… If we bring Condi removal we have .1 stun break and the condition removal is on long cooldown. An engi with this build on this map can might stack before leaving the gate faceroll the mob and go support mid at that point most of the elicits are.off CD and he is AOK for clearing conditions in the.bout for mid
2 stun breaks (illusionary leap), 2 invulns (three if you count the reset), a daze, a teleport on staff, a stun on your offhand, perma vigor on a minor 5 point trait (everyone seems to forget this one), energy sigils.
You have more dodges and invulns than I can comprehend. While I agree that you have to sacrifice something for condi clear, if you don’t do it then you’re probably gonna die in a teamfight. If you DO take nullfield over IOL you’ll be fine, I swear to god it’s a good utility. I don’t understand why mesmers don’t drop it when they see an engi. It’s not worth it to eat a shrapnel and slowly bleed out over 15 seconds.
1v1s are a different story if you’re a stellar mesmer. I get beat a good 90% of the time by top mesmers in a straight up “duel”, albeit those situations are extremely rare. That’s even without nullfield, just straight up me getting buttkittened
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(edited by Ostricheggs.3742)
WALL OF TEXT
Ok. I’m gonna call bullkitten yet again.
1. I’ve already said my piece on the builds difficulty. I’m not talking about nuking kitten down in a hotjoin because I’ve 3v1’d in hotjoins and won before.
2. You can’t get 16 might stacks and get 25 stacks in combat instantly unless you’re using both enhance performance, 6 might duration runes, a sigil of battle and HgH. You’re not going to jump from 16 to 25 might stacks in combat. Sigil of battle has a 9-10 second CD. This is pure hyperbole.
3. I’ve already explained how nuking an “entire point” is pretty stupid. Anyone who literally sits on a point next to a guardian eating grenades like they’re free candy DESERVES to die. Good players in tourneys do not do that. People in hotjoins do.
4. Mesmers shattered might was wayyyyyy different than HGH is. It was an unnecessary buff to a minor trait on an already dominant spec and probably a mistake. They did not get 25 stacks of might for as long as we did, but they didn’t need it because they had all the runes and sigils and traitlines that we wish we had. Their speed of clone creation with mirror images gave them enough might stacks to one shot everyone with a shatter. The difference is so massive that the comparison outside of the minor relation to might stacking is just asinine.
5. You get (almost) a minute of might with ONLY elixir B or on toss elixir B with a 1/4 chance. Don’t read the tooltip and think that all might stacks you’re getting are a full minute. 1.9 times 20 is 38 seconds. THat goes for the sigil of battle and HGH. It’s not a full minute.
6. AoE condi clears in the form of guardians, eles and (sometimes) rangers are prevalent. The fact that you don’t that they are means you really don’t know what you’re talking about. The build with a rabid amulet just attempts to outlive those condi clears.
7. Again, you talk about engis sitting on ledges where they’re not supposed to me. Good luck getting burning on anything on that point. You aren’t killing jack kitten that wasn’t already did sitting on a ledge the entire fight.
8. We get 2000 power with rabid ammy and 25 stacks of might. A backstab theif will take a WHOPPING 2k damage in retal if we sit there and eat his backstab combo and auto attacks.
Dude, Just please stop. I’m begging you. The hyberbole and misinformation in your posts is getting really really out of hand.
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At this point, after the subtle nerfs that they’ve seen, I think that the reason why they’re OP is a combination of their absurdly high mobility, tankiness and ability to deal burst damage at the same level as a zerkers ele with a valk ammy/zerk jewel. Their AoE healing is pretty kittening strong still too. Oh, and they have AoE protection on demand, one of the most underrated things that an ele has. I guess their 3 stun breaks are pretty good too. Lightning flash is amazing as well. And I suppose their blast finishers. Their CC is pretty good too I guess.
They don’t deal as much damage overall as you might think. Ok, I take that back, I’ve been hit for 6k firegrabs by eles in valk ammys. They’re good at everything.
Fire Grab is so hard to hit though, that I think we can let it crit for 6k.
Yea, firegrab can be hard to hit. So can blowtorch in the exact same way. Really good eles land it a good 75% of the time. It can be fickle, I know.
But the point of my original post with regards to valk ammys is that the stat distribution ends up so that they do as much damage as zerkers WHEN they crit. Their lack of crit is made up for by their access to fury which is equal to 400 precision. I know it’s total RNG, but when the stars align and a calf is slaughtered in sacrifice to the RNG gods they literally do as much damage as zerkers.
That’s what I don’t like. It’s more of a problem with valk ammys than eles TBH. Again, I KNOW that they have much much less crit than zerkers, but tell that to the guy who just got crit twice in a row.
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Yea, mid RTL immobs don’t work. If a guy switches to air attunement and a guardian chains him before it’ll work. If the guy casts RTL 1/4 of a second before the guard immobs him he’ll still go the full distance. It’s also immune to cripple/chilled.
Between that, lightning flash and a decent amount of fury they have the most mobility in the game. It’s rivaled by warriors, I know, but we all know how warriors fare these days. What’s the point of being mobile if you’re just gonna die wherever you go?
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ability to deal burst damage at the same level as a zerkers ele with a valk ammy/zerk jewel.
The potential damage is the same between valk/zerk because the power and crit damage are the same on those amulets. Where they’re different is in precision and the likelihood that those high numbers actually pop up. Valk is going to crit 1 in 3 attacks, and zerk with crit on 2 in 3 (both with fury)
The choice between zerk/valk is ~22% average DPS vs ~22% damage mitigation from toughness, and 284 vitality or healing.
Oh, and they have AoE protection on demand, one of the most underrated things that an ele has.
Who underrates Elemental Attunement? A poll on the ele forums rated it as the most important trait/ability that the class has no matter what spec you’re running.
But the idea with valks is that if they get decently lucky and crit on their certain abilities they’ll do as much damage as zerkers.
I seriously dislike it, but I know the overall damage is lower. It’s just that when you get crit 3 firegrabs in a row it can get slightly frustrating because it’s a sacrifice that doesn’t seem to sacrifice anything given you’re lucky enough.
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At the moment, in PVP, we only have Conquest mode, which the objective is Hodling point. By making opponent (Eles) to RtL away, won’t you just win the battle already? Why chasing him and have to kill him down? If it is for the Glory Point that concern you, since you already tag him, no matter who kill him, you still get the Glory Point. And with my experience playing in sPvP, chasing down any class alone is a very risky move. First, you leave your post open to opponent to re-capture,second you will be in trouble if that is a trap to kite you to his friend. Only chasing down when u are in a group, and even so, Eles can not get away because if your group is good, they will immobolize him.
Tip to stop RtL: Immobolize him, done.
Thanks for reading.
RTL is an instant cast. You can predict when he’s gonna use it, but it’s far from a 100% counter and usually just wastes the immob as it doesn’t work if he’s already RTLing. Immobs are few and far between on most classes as well.
And your lack of understanding the value of speed and why it makes eles so strong in tourneys leads me to believe that you shouldn’t be preaching to players that have played against eles in the same build for months on end. We understand how to “beat” an ele, and we have “beaten” eles before. They’re just exceptionally hard to deal with and very frustrating to most players.
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At this point, after the subtle nerfs that they’ve seen, I think that the reason why they’re OP is a combination of their absurdly high mobility, tankiness and ability to deal burst damage at the same level as a zerkers ele with a valk ammy/zerk jewel. Their AoE healing is pretty kittening strong still too. Oh, and they have AoE protection on demand, one of the most underrated things that an ele has. I guess their 3 stun breaks are pretty good too. Lightning flash is amazing as well. And I suppose their blast finishers. Their CC is pretty good too I guess.
They don’t deal as much damage overall as you might think. Ok, I take that back, I’ve been hit for 6k firegrabs by eles in valk ammys. They’re good at everything.
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(edited by Ostricheggs.3742)
No. I’m not sure if anyone knows the build as well as me because I created it and played it for months before anyone started to run it. I theory craft and try new things constantly and understand what every permutation of HGH enables a player to do. I strive to make the best build humanly possible and understand every bit of the build from stat distribution to condition application and raw physical damage. If you think you know more about this build than me you’re insane. I’ve played almost 4.3k damges on my engi, a good 2k of which was with some version of HGH.
But AGAIN, I agree it’s overpowered, I’ve stated as much a billion kittening times and was the first to say it.
I feel like you need to be called out on a few things.
This dude didn’t even try and discredit you, and you readying an immense e-penor for battle.
While I have full faith that you do intimately know every condi-nade variant, your playstyle is something that develops independently. Not every variant is going to be optimal for your exact playstyle, or in every encounter.
You don’t need to present yourself like some kind of inhuman guru that has exclusive understanding on the depth of these builds. Hell, I, like other Engineers I’m sure, have the mental capacity to ‘c wat u did thar’ and conclude most of the same findings that you did with regards to what builds are hot right now. I know you’re proud of the sigil of battle you slapped on a common condi-nade build, but please don’t act like it means that you invented the MMO genre. Stahp.
While you’ve been near strictly throwing nades since launch, and you have the most games played NA, this means you stomp the sheit out of most people. Does this mean that since you’ve had great success, you’re forgetting to admit your complete bias when you’re screaming “ENGIES ARE DISGUSTINGLY OVERPOWERED” on repeat? Absolutely.
In February, your main build was an HGH Power nade build. Condi-nade build something you ran 25% of the time. You’ve said on forums many times that condi-nade builds were simply not optimal in large teamfights, about 20,000 times, due to excessive condition clearing from the ranger/ele meta.
In March, last month, your main build switched to Condi-nades. This is where, according to your forum history, you start screaming that it’s overpowered. Repeatedly. Like every post since then.
What’s up with you, dude? I feel like you’re going a little off the deep end. I feel in terms of balance, a top Engineer on your team is not going to swing odds in your favor more than a top Elementalist or Guardian. Engineers can duel the pants off most classes, but you still lose if you get outplayed. A few might stacks above average, IMO.
Don’t get me wrong, I respect the hundreds of hours & thousands of games you have logged on Engineer. Just getting a little tired of your slanted preaching, heh.
I know it might seem a little over the top, but if I created, played and theorycrafted the build more than anyone else in the game, especially the specific build this thread was created for, I think I have something to say.
If the devs took jportel seriously then they might decide that the range on grenades is a serious problem and a good “fix” to HGH (if they considered it overpowered). That’s not the right thing to do at all.
And as far as power nades go, I ran it because empathic bond was broken. Rangers are my easiest 1v1 now that it’s fixed and the quickness nerf didn’t help em either. Eles have seen a large variety of nerfs since I played power nades. In general there are less eles now than there were a long time ago and they’re far easier to deal with in the more optimized, and practiced, build I’ve been running recently.
I said my piece, sorry you took it the wrong way or if I seem like a self-centered kitten. I think the build is too strong for various reasons, just not for the reasons a lot of people claim it’s OP for.
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lol @jportell.2197
you call me dumb and at the same time say the same thing i’m saying lol some people really gotta learn to read in order to understand the conversation instead of just jumping in and shouts gibberish :P
but anyways, someone was trying to compare Mesmer 3 might per shatter which got nerfed to HGH build and i was explaining that Mesmer, they were able to reach 18-24 might like you said.. without having to sacrifice utility slots/runes/sigil or have to invest points on boon duration so you could either go for straight damage or condition damage.
to get HGH to work you need to sacrifice your utility slots/runes/sigil/ so is not like the might is free lol
You make it sound like this build gives up SOOO much in order to get its might when really it gives up nothing and @ Empathetic Fighter How do you know what kind of Mesmer I am? I never said I was the best but that doesn’t mean that I am clueless on what I am talking about…. And I have played my engi with this build… Was able to melt quite a few people and GASP did it from far away (according to ostrich THAT JUST WON"T WORK) and because of the trait line that this is in each elixir gives 26 seconds of might add that with the might duration runes and sigils of battle plus the might that elixir B get not to mention the Elixir B at X% health you have a huge up time on some of the most powerful boons in this game “Might, Fury, Retal” Most builds that use retal are bunkered type builds so the damage you take from retal is not very much this build however where retal is based off of the players power (Keeping in mind they have upwards of 20 stacks of might) is insane builds are considered over the top when they do too many things at once case in point is D/D eles and might stacking on that build is much harder then on this build…
It’s easier than this build actually. More fire fields and more blast finishers. If they used battle sigil and might runes and actually blasted in their field it would get them 25 stacks pretty darn quickly
Have to disagree… Even with the blast finishers and sigils of battle my guild leader and I can max it at 16 This build you get 2 stacks per elixir consumed one stack per elixir thrown plus the sigils of battle weap swap once you get down to a certain amount of health drink another elixir b (which btw is 3 stacks alone because of the natural effects of elixir not to mention one of the longest uptimes on fury plus the incendiary powder trait and here most of the hits are critical so the amount of conditions along with the boon uptime especially on fury and might is what makes this build OP…. I’m sorry there is no other way around it this build is more OP than any other in the game currently….
http://gw2skills.net/editor/?fEAQJAoYhImKbzR5gjDAkHmcCLiCPUeMTO2A;ToAA0CnoyxEkIIrOuck6MEZSA
Just for the record, you can get more might and give more AoE might than HGH.
BUT, you sacrifice energy sigils, runes and utilities. It’s not worth it.
See what I mean? We make sacrifices to maintain might stacks just as eles do.
@$20 an hour! It’s worth it!
(edited by Ostricheggs.3742)
I agree, but you don’t understand the mechanics of the build so it’s hard for me to agree with you in the same sense.
And everyone that copied and pasted this build and started running it around fully understands it to the same depth you do? Understanding builds is not a hard thing to do. Someone tells you their build and you run with it and use it you may use the exact same one or you may use a different variation of but the basics are the same…. Quite simply the amount of conditions and damage from this build coupled with the survivability (High vit and somewhat High toughness) coupled with all elixirs giving boons and removing conditions is what makes it so powerful… When other classes go full on damage they suffer in the way of survivability somewhere…. Admittedly you still suffer from some of the movement issues that engineers naturally have so getting out of a fight isn’t the easiest thing ever but gotta love that supply crate Stun and CC after it still helps you get out of a fight if it isn’t exactly going your way… This build does too many things at once….
No. I’m not sure if anyone knows the build as well as me because I created it and played it for months before anyone started to run it. I theory craft and try new things constantly and understand what every permutation of HGH enables a player to do. I strive to make the best build humanly possible and understand every bit of the build from stat distribution to condition application and raw physical damage. If you think you know more about this build than me you’re insane. I’ve played almost 4.3k damges on my engi, a good 2k of which was with some version of HGH.
But AGAIN, I agree it’s overpowered, I’ve stated as much a billion kittening times and was the first to say it. Just don’t bust out the hyberbole and make it out to be what it’s not. It’s NOT a b52 long range bomber, that’s for kitten sure. If you play it like that you may as well play a necro, shortbow thief or power engi. We run out of cooldowns too fast and don’t have adequate physical damage or AoE condi application to burn down people like we would if we were switching between pistols and nades and playing aggressively . That’s also a necessity given the sigil.
Furthermore you make it out like you don’t sacrifice standard sigils/runes/damage based trait lines to get the might when we do. We don’t walk around with perma 25 stacks of might in undead runes and a geomancy sigil. That’s just ridiculousness. The entire build is based around stacking might. Sacrifices are made for more might, anyone who disagrees doesn’t understand the build at all.
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(edited by Ostricheggs.3742)
I agree, but you don’t understand the mechanics of the build so it’s hard for me to agree with you in the same sense.
@$20 an hour! It’s worth it!
lol @jportell.2197
you call me dumb and at the same time say the same thing i’m saying lol some people really gotta learn to read in order to understand the conversation instead of just jumping in and shouts gibberish :P
but anyways, someone was trying to compare Mesmer 3 might per shatter which got nerfed to HGH build and i was explaining that Mesmer, they were able to reach 18-24 might like you said.. without having to sacrifice utility slots/runes/sigil or have to invest points on boon duration so you could either go for straight damage or condition damage.
to get HGH to work you need to sacrifice your utility slots/runes/sigil/ so is not like the might is free lol
You make it sound like this build gives up SOOO much in order to get its might when really it gives up nothing and @ Empathetic Fighter How do you know what kind of Mesmer I am? I never said I was the best but that doesn’t mean that I am clueless on what I am talking about…. And I have played my engi with this build… Was able to melt quite a few people and GASP did it from far away (according to ostrich THAT JUST WON"T WORK) and because of the trait line that this is in each elixir gives 26 seconds of might add that with the might duration runes and sigils of battle plus the might that elixir B get not to mention the Elixir B at X% health you have a huge up time on some of the most powerful boons in this game “Might, Fury, Retal” Most builds that use retal are bunkered type builds so the damage you take from retal is not very much this build however where retal is based off of the players power (Keeping in mind they have upwards of 20 stacks of might) is insane builds are considered over the top when they do too many things at once case in point is D/D eles and might stacking on that build is much harder then on this build…
It’s easier than this build actually. More fire fields and more blast finishers. If they used battle sigil and might runes and actually blasted in their field it would get them 25 stacks pretty darn quickly
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30 10 0 30 0 with 5 8 11 explosives, 6 firearms, 2 10 11 alchemy, rabid ammy, 2 fire 2 strength 2 hoelbrak runes, battle/corruption sigil, elixir H B S and nade kit
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The bad thing is that our top Engineers confirm that we are overpowered.
:(I just think Ostricheggs want to be known as one of the hall of fame engineers who got the class nerfed, imagine having the badge “i spread the build that made bunker guardians and DD/SD eles cry for their mummies”.
Now that is an accomplishment to boast with!
And in some cases i sense either sarcasm or some serious Stockholm syndrome.
I calls it how I sees it and how I sees it is HGH condis is OP in many ways.
But the last thing I want is for engis to get another smoke bomb patch. If they don’t make other things viable and nerf HGH it’ll be tough times for the engi.
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I really don’t have the time, or patience, to read every post on here, but I mostly agree with the OP. I don’t agree with the OP’s completely out-of-left-field comment about eles when the rest of the post was fairly generalized, though.
They made GW2 avoid the typical roles found in MMO’s, but instead it created new roles. I honestly hate this. It just seems like a complete fail to me.
My biggest issue in PvP, though, is that it seems each class has only one or two build(s) that actually work well. The rest of the traits/skills seem almost useless. There are even weaponsets for each class that are generally considered to be superior. It feels so incredibly imbalanced that I would probably quit playing if it weren’t for my boyfriend. I cannot find a class that doesn’t have balance issues for most possible builds.
The amulets are probably one of the biggest issues. Your gear, traits, weapons, etc, are COMPLETELY different in Heart of the Mists, yet there is very little customization for your overall attributes in PvP compared to either PvE or WvW. This seems like either an oversight or complete laziness on ArenaNet’s part. Instead of multiple trinkets or whatever, we get an amulet and a jewel. If we want stats that compliment any build besides the norm, too bad for us!
I am so frustrated with PvP right now, I just don’t have any motivation to play anything but my engineer—Which I’m sure will get nerfed soon because that’s all they know how to do. I guess it’s too difficult to buff multiple traits/skills when they can just nerf one or two!
I agree. I was thinking about making a wall of text about a lack of build variety, but I’m just too lazy
It’s a major flaw in the game, lack of stat diversity because of ammys and trait lines and lack of build diversity because of SEVERELY under-performing traits and utilities.
The well-known “good” builds find the magic middle in between both proper stat distribution and actually decent traits/utilities, something not too easy to do. That middleground needs to be widened a bit.
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It doesn’t matter if it requires more or less skill, it’s probably overpowered because it gives you too much (condi cleansing, condi burst, might stacking, range aoe, boons, with some luck protection, and decent armor). Sure you don’t have tanking, good mobility or more than one stun-breaker, but as a roamer, the build is too good.
They should probably nerf it, and when they do it I don’t know what build i will play in spvp, the others that i tried seem to be way worst.This. This exactly.
The build is so kittening balanced and an exceptionally good player with a good team can make up for its faults and exacerbate its strengths.
For the record I meant that it’s balanced as in its able to compete in a large variety of situations, from 1v1s up to team fights. That’s pretty rare to find, especially in a build with as much damage as HGH.
If you take a look at the poor, poor necros you won’t find em trying to push far point and you won’t find em melting anything as fast as an HGH engi
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I call it the best 1v1 build in the game because I can walk up to any player or profession of equal skill level and have a large chance at killing them 1v1. Large as in 50-95% chance. As far as 1v1s go, no other class can do that. And it get substantially better when supply crate is factored in, it’s probably the best 1v1 elite in the game.
We melt bunkers faster than any other prof/spec in the game making them waste their shouts at inopportune moments in the process. We DESTROY teamfights given enough support. We’re decently quick roamers and have decent enough survivability with enough support and kiting. Our damage with 25 stacks of corruption is almost unrivaled.
Honestly, in the grand scheme of things given the state of other classes and specs currently in the game, HGH engis are OP. We excel at certain things and remain competitive in other areas.
It’s really not hard to understand. If your idea of overpowered is running around 1v2’ing people 24/7 then maybe HGH isn’t op. But to me, playing at a high level in tournaments, a well played engi is very very hard to beat. It’s not simple theory crafting or duels or anything else. With a decent team I win a very large majority of a large variety of fights, from smale scale to full on large scale team fights, decisively and almost without a hitch. That is given that the fights are “even”. It’s not because I’m a good player, it’s because the build enables me to do it.
And as far as my stream goes, I spend a lot of time kittening around between queue pops and playing with random pugs of a variety of skill levels. If you catch me late at night I might be playing with a top tier group. Those are the games to watch. If I don’t die ASAP we’ll usually win.
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do you not understand?
It’s like as if I was calling backstab thieves overpowered because they have too much survivability, so much that they rival eles and guards.
Even if you think backstab thieves are overpowered, wouldn’t you call me out on it?
That’s what I’m doing to you.
We are not amazing bombadiers
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And I’ve been the first one to call for it to be nerfed, MONTHS ago. Your point is completely invalid.
I’m just pointing out that what you said is false. Don’t make it out to be more than what it already is, which is enough, trust me.
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It doesn’t matter if it requires more or less skill, it’s probably overpowered because it gives you too much (condi cleansing, condi burst, might stacking, range aoe, boons, with some luck protection, and decent armor). Sure you don’t have tanking, good mobility or more than one stun-breaker, but as a roamer, the build is too good.
They should probably nerf it, and when they do it I don’t know what build i will play in spvp, the others that i tried seem to be way worst.
This. This exactly.
The build is so kittening balanced and an exceptionally good player with a good team can make up for its faults and exacerbate its strengths.
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Honestly, given the scope of PvE in this game, I don’t understand why there’s a disconnect between the systems. If true class balance was achieved, things should work themselves out if you bring one of something or 100 of something. It’s all supposed to be a giant game of rock paper scissors afterall!
The only time PvP and PvE overlap causes problems are in games with truly elaborate PvE systems. But considering most dungeons in this game are designed so you just run through all the trash and most bosses are niche based scripted encounters, why is it so hard to balance the game?
The only thing I could see being an issue is PvE damage across the board and this can be easily resolved with having a coefficient for use in PvE and a seperate one for PvP/WvW. At least this way you have skills work the same way every time and all classes have access to all skills in every stystem.
That all said though, GW2 isn’t your typical MMO where legitimate concerns of gross imbalance in PvE can be a result of fine tuning in PvP. PvE in this game just isn’t complex enough.
That has consistently been proven wrong time and again. There are legitimate differences between PvE and PvP that are large enough to cause even simple changes across the board to have unintended consequences.
Take for example, warriors. People have always said that warriors are ridiculously overpowered in PvE. In PvP they have consistently been the worst class in the game.
Who did the quickness nerf hurt the worst? Warriors. I don’t know how that effected PvE but in PvP I can honestly say that I haven’t seen a warrior on a team in over a week.
How they’ve been going about balancing is completely detrimental to all aspects of the game, especially PvP. There is honestly no excuse to not split it. It just doesn’t make sense.
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Sorry…. I’d hate to call a build OP but HGH… Is over the top….Something about it needs addressed because currently an HGH grenade Engi can take people out from quite far away and no one would be any wiser until the death breakdown… (team fights on a point)
If you don’t see anything spamming something on a point from afar then you deserve to die.
A thief spamming shortbow does more damage at long ranges than an HGH condi engi. Their damage from afar is severely hampered, they CAN’T stay in grenade kit for over 5 seconds and expect to do any sort of reasonable damage
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It seems like they’ve fixed the bug where 2x runes of lyssa (total 40% condi duration) gave Incendiary ammo 3 ticks of burning. Instead what you get now is the proper 2 ticks. Is runes of lyssa still worth it for some other reason? What would you replace them with if they serve no other purpose Ostricheggs?
This might be in PvE. A lot of people have told me this and every time I go out and test it. I’ve done it on both players and golems in the mists and it works. If it ever does actually get fixed I’d probably use a 15% burning duration rune set, that was working earlier too. If that doesn’t work then kitten if I know, maybe more might staackin runes
I’ll do it right now
EDIT: Oh kitten, they don’t work
OH kitten NEITHER DOES 15% BURN DURATION
The sky is falling
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(edited by Ostricheggs.3742)
Ostricheggs? I have a question (again).
watching you playing I see your role is to support your team with damage. You are focused on condition damage instead of direct damage. I guess with your build you are the king of all condtion damage but your direct damage is not that high. Even with 25 stacks of might.
Are you focused so much on condtion damage to keep your opponent busy removing condtions or why is your build focused on that?
For example if you could go for Sigil of bloodlust or force to make more direct damage if you do not like to lose your toughness
The problem is that in this build it’s nearly impossible to get crit damage. Every single physical damage build relies on three stats: Power, precision and crit damage. A lack of one makes the others less effective in comparison to the other.
Condi damage however, is a totally different story. The only things we need are condition damage and precision to maximize our damage via condis. This is the most logical choice, because by nature of the build our runes are dedicated to might stacks and we don’t have room to be able to fit in crit damage. Furthermore, condition’s effect on the opponent is only limited by their max HP and their condi removal. Pushing your condition damage up into the realm of burstiness makes them far more difficult to handle and often times forces classes to waste abilities for condi removal that they’d prefer not to waste at that moment (like a guardian’s shouts or thiefs shadowstep). This is also why toughness is so good, once you outlive your opponents condi removal they’ll melt.
Even though I don’t prefer it, I do run a power rifle build with HGH quite often, and it’s a great build, but it’s definitely not as good as condis IMO. The roles are a lot different. Rifle can spam nades from a huge range and actually have a massive effect unlike condis.
If you wanna use it:
30 0 0 30 10 with 5 7 11 explosives, 2 10 11 alchemy, zerkers ammy, ogre runes, zerkers, battle sigil, elixir H B S and nade kit
@$20 an hour! It’s worth it!
In a perfect world this is not a good idea. If there were multiple viable roles per class it would kill certain specs. For example, everyone “needs” a bunker guard, so if this was put into place any sort of triple med or symbol guard would be killed off just for the fact that bunker guards are more important. Same with engis. Rifle engis perform a different “role” than condi engis. Even though they work very well together, implementing this is just a recipe for making rifle invalid.
Honestly the problem comes down to eles and AOE healing. They complement each others’ sustain so much that it becomes almost insurmountable against a lot of comps. THAT is a problem and specifically a problem with tpvp and GW2’s attrition based combat.
^uh guardians can heal their teammates and give them boons too, and be better at point defending. It’s a tradeoff for mobility, which they don’t reaaally need as point defenders as much since they’re good at that job and it’s very important in tPVP. Eles before were not in a good place, but now they really are. Try playing one.
I know how a guardian plays. I understand they give their team heals and boons, however it’s not nearly as game-changing stacking 2 bunker guards because they don’t give nearly as much healing and AoE protection as eles give each other. That and they serve different purposes.
And furthermore I was using the idea of having a DPS guard and bunker guard as an example as to why it’s a bad idea in general to limit classes to just one per team. Instead, the problem continues to be multiple DPS classes with large amounts of sustain, AKA eles. Their AoE healing and protection gives them a unique place in that they can continually stack might/protection/healing/CC which complements each other in ways that no other class can do. THAT is the problem, not multiple of anything else.
It’s an ad hoc solution that does far more harm than good for the game as a whole.
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In a perfect world this is not a good idea. If there were multiple viable roles per class it would kill certain specs. For example, everyone “needs” a bunker guard, so if this was put into place any sort of triple med or symbol guard would be killed off just for the fact that bunker guards are more important. Same with engis. Rifle engis perform a different “role” than condi engis. Even though they work very well together, implementing this is just a recipe for making rifle invalid.
Honestly the problem comes down to eles and AOE healing. They complement each others’ sustain so much that it becomes almost insurmountable against a lot of comps. THAT is a problem and specifically a problem with tpvp and GW2’s attrition based combat.
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Yea. I’ve used this build for months at a time and screamed it was overpowered from the get go.
No one believed me until recently :|
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In no way can I see Grenades as being OP, when I can see others out-do that damage with ease. Only with the synergy of Grenades with other factors do you see it climb. That synergy is in question. Not HGH alone or Grenades alone.
Frankly, my Grenades in my build only hit for as much as my Bombs (30 Explosives). I didn’t min/max them with my gear stat choices. They were simply because I liked the spread and Vulnerability. (pve speaking). They were nerfed long ago. It didn’t affect me much, but I noticed the loss in damage. If they get nerfed again, I’ll be demanding that pvp and pve skills just get split off from each other. As messy as that is, it just doesn’t make sense to balance everything about a class because of subset in pvp.
Any class that can out-range another has an advantage.
Any class that can cast multiple AoEs has an advantage.
Any class that can do decent front-loaded damage has an advantage.
When all those fall into 1 build, it will look OP. They are far away, laying down a spread of damage, and it is hurting. LOS is a friend, along with stripping Might, and a good direct burst. Condition and Boon swapping is deadly, or at least deadlocks the point of HGH.If everyone at high levels of tPvP is running cookie-cutter builds, that is an obvious problem, since they are being predictable. And it means the class design is poor.
Frankly, I don’t see why anyone can self-buff to 25 stacks of anything. It should be a group reaches the total together, but an individual hits around 10 and then the stacks start falling off as fast as a solo person can place back up. Support should be buffed to make up for that, allowing multiple people to combo to full boon stacks of 25. But eh, who knows. I don’t play with the numbers.
Even in your post that is trying to defend Grenades. You point to the imbalances of Grenade Kit. Grenade Kit should not out damage Bomb Kit. Melee skills are suppose to deal more damage then range ones because of the risk involved.
Your 3 points about any class are all true if you just equip the Grenade Kit.
Grenade Kit sit at the max range possible.
Grenade Kit throws 3 AOE per toss with a decent spread.
Grenade Barrage one of strongest front load damage skills. So much so that we lost the Grenade Barrage on Kit refinement.Should Grenade Kit be nerfed? No, reworked which in some cases it means nerfed, but overall easier to use in all cases. Although that is for another thread.
HGH might stacking is actually not our strongest way of stacking Might but it’s the most popular and easy to pull off. Also other classes can stack might alot easier and take less time then it does with HGH. They dont have to give up all their Utility/Heal slot cds too.
I disagree with a very large majority of your post for reasons I am too tired to put into words. I am sorry for not contributing to the discussion.
Tough times
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twitch.tv/ostricheggs
Just watched that for 5 minutes while you played in a group fight. In that time you killed one player who was hanging back from a fight when you arrived (you even ran away from them twice while they were downed before finishing them), you were killed twice and you captured an abandoned point with no opposition.
You play well (much better than me) yet there was nothing that I saw in that time that even suggested HGH might be OP.
Suit yourself. You won’t find me 1v4’ing top tier players in structured if that’s your basis for OP.
HGH excels in all aspects of tourneys except point holding. Like it or not, that’s the consensus and that’s what I see and feel. The build as a whole is overpowered.
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twitch.tv/ostricheggs
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they were unprepared. and they also hinted at things such a MUG/Shatter balance, which did not end up happening while at the same time boosting subjects such as “we just had an engineer’s turret meeting”! , “there are a lot of notes” which at the end turned all this hipe into grief once the real update came out..
yea, but for the love of god. AT LEAST off-handedly mention “yea, we’re also considering a nerf to quickness because we believe it’s too strong in its current form”
That was a pretty huge misstep IMO.
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it IS actually OP. There are no rivals at what it does. It kills the kitten out of everything with no remorse.
In top tier tournaments I win 90% of all even fights and 1v1s. Team fighting is a breeze.
The build is insane, but also takes a lot of practice. I am pretty sure it will get nerfed next patch, so have fun while you can!
Just wondering, since you’re 1 of the main persons behind the HGH build. what will you do if they do in fact nerf it ? what’s your backup build ? will you still play the class ? etc :]
I was honestly thinking about that earlier, and the depressing answer is that there are no other viable builds that don’t rely on HGH.
After kit refinement was gutted I have no others. I’ve tried so hard to find anything, literally anything, to replace or rival the efficacy of HGH and I have been since I discovered the build. Last patch both of the substitutes I “found” (hundred nades with elixir C/might stacking instead of toolkit and bunker with tookit/e-gun) depended on kit refinement as a main part of the build.
So really, I have no idea what I’d play. Obviously there needs to be some buffs to a LOT of underperforming traits and utilities. Right now we’re in the same boat as eles. We only have one spec that’s anywhere near decent, but that spec is overpowered. How can you nerf the only spec a class has? A-net has a depressing record of nerfing classes into the ground, beyond the point of unplayability, for months and months at a time.
I’d prefer that not to happen to us AGAIN. In a perfect world I would like to see HGH get a nerf and far, far more viable builds created via buffs to kittenty stuff
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Also if theres any major changes like a universal haste adjustement. please let us know, if at all possible.
The elephant in the room right there.
What the hells the point of a SoTG when the largest balance change since the game was released wasn’t even hinted upon, let alone adequately discussed, when there were 3 devs who knew kitten well what was gonna happen.
Honestly, I really, really don’t get why they wouldn’t just tell us.
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- For those afraid of drastic differences between the game types – we’re not doing this. We’re mostly just splitting #’s (damage, healing, recharge, durations, etc.). Our old philosophy holds – once you learn a class in one area of the game, that knowledge should transfer to other areas of the game.
Good. I don’t know if it has been mentioned here, but something I brought up in the GW2Guru discussion was barrier of entry. I mostly PvE, but I occassionally play some PvE and in GW1 I found that if I spent twenty minutes designing a build only to find out in mid battle that it didn’t work the way I thought it would because of a drastic PvE/PvP split I would end up logging out frustrated. If other players are experiencing something similar then that would be problematic. You need the rate of players entering PvP to be greater than or equal to the rate of those leaving (big picture, not individual matches), otherwise you have a dwindling community. Any and all barriers to entry will in some way reduce your rate of players entering. It’s something to be very conscious of.
again that would be easier to address if there was a balance split. Take for example turrets on engis; they might be useful in PvE but underperforming in PvP. Useless traits and traitlines that perform to a decent extent like those related to turrets are completely worthless in PvP.
The simple solution would be to buff the invention tree in PvP.
Just an example.
@$20 an hour! It’s worth it!
Is there any chance at all that you can improve the current salvaging system?
My wrist hurts ;_;
@$20 an hour! It’s worth it!
it IS actually OP. There are no rivals at what it does. It kills the kitten out of everything with no remorse.
In top tier tournaments I win 90% of all even fights and 1v1s. Team fighting is a breeze.
The build is insane, but also takes a lot of practice. I am pretty sure it will get nerfed next patch, so have fun while you can!
@$20 an hour! It’s worth it!