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Engineer might stacking working as intended?

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Ostricheggs.3742

HGH nades is probably our “best” build but there are other ways to stack might. Let’s face it, without any might we don’t hit very hard, and most of our skills are power/condi hybrids, so might is more important for us than for most other professions.

We also have great fury access. Maybe the best in the game? I think we were designed to need those boons to be useful. Kind of unfortunate because when other professions get them, their damage spikes—but we need them just to sustain damage.

Sadly I don’t think it was designed that way. The only way to get reliable, lengthy might stacks is to either take 4-6 rune slots, a battle sigil, HGH and elixir B or 4-6 rune slots, a battle sigil, HGH and enhanced performance. That’s pretty kitten specific, and one of the main reasons why it works is because of how on-swap sigils work with kits.

There are other builds without might stacking, in TPvP at least. But the ones I’ve run are far squishier and do a bit less condi damage but get more bleeds and whatnot out of it.

But yea, it does kind of suck to be pigeonholed into a tree/build because of how superior it is to the rest of our stuff. Looking through the utilities I count 6 different utilities used by ALL of the TPvP viable builds for damage engis.

But it’s hard to complain I guess. I can’t think of anothre class with a larger variety of builds and styles than engi, power/bunker/condis, all have different specs and uses and playstyles. And HGH condi nade engis are BLATANTLY overpowered, ridiculously so, when played at the skill cap. Maybe it’s because I have almost 4k games on an engi, most of which are with nades, but it’s just kind of ridiculous. Although aiming nades can be rough, if you can do it right you’re gonna destroy things. Having an off day means you’re gonna get wrecked.

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PvP Bug! Eles and nades/thrown elixirs

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Posted by: Ostricheggs.3742

Ostricheggs.3742

It’s not obsidian flesh, that’s only with a focus offhand.

It’s very sporadic too. However, it happens enough to be a very large problem when I’m fighting eles… Not only does it happen when I’m attempting to hit eles, it also happens when I try to nade someone who’s next to an ele. Nothing like having your nades dissipate when an ele is rezzing someone because of a stupid bug.

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State of the Game Feedback Thread [Merged]

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Ostricheggs.3742

Remember the 20+ stacks of might on mesmer shatter in early january? I guess the testers figured that was a good idea…

That felt more like a mistake to me. At that patch, they have buffed an elementalist’s might trait to last (1 stack of) 10s instead of 5s, and buffed that mesmer’s might trait to give 3 stacks (!!!) of 10s instead of (1 stack of) 5s. When they nerfed it back, they removed the stacks, making it similar to the elementalist’s buffed trait.

It made no sense why they would buff a trait to be two times stronger, and then buff another similar trait to be SIX times stronger.

My guess is that they were experimenting with different versions, increasing stacks or increasing duration, and due to an oversight, the mesmer’s trait ended up being unintionally buffed both ways.

If that was the case then the meta took a big hit and something should have been fixed in a day. Either way, the game became worse because of a terrible mistake that should have never happened, intended or unintended it should have been caught and fixed quicker than it was, preferably before it hit live.

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PvP Bug! Eles and nades/thrown elixirs

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Posted by: Ostricheggs.3742

Ostricheggs.3742

I agree with TimeBomb, you hit him pretty hard, which was pretty obvious, but with the use of protection he was able to withstand that – I don’t see any bug here.
Also, I noticed that you took damage while he was casting Earthquake – which you should not since it is channeling skill – so I would suspect some hidden skill like Magnetic Aura (reflect projectiles) or Arcane Shield (blocks up to 3 attacks then explodes). Both of these are available to Elementalist and both can be or passively triggered (trait or rune + Arcane Shield is instant cast utility skill) so it might help him a bit – but I might be wrong, it is hard to see in all those effects.

magnetic aura would have one shot me, I’m not kidding. Arcane shield would not have done ANYTHING at all, I cast sixteen grenades inside of the ele. Sixteen.

I delt ZERO damage with my nade barrages. Zero. Nothing happened. Nada. Not a kitten thing happened to the ele when I used the hundred nade combo

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PvP Bug! Eles and nades/thrown elixirs

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Posted by: Ostricheggs.3742

Ostricheggs.3742

the point is that the ele didn’t take ANY damage from my 2 grenade barrages. a full 16 grenades dissipate and deal no damage. Look closely at my abilities. As I walk into the ele (already at half HP) I switch to nade kit while casting grenade barrage. Nade barrage goes on CD signaling that it should have landed. The white circle on the ground (around the ele) is the AoE circle that grenade barrage creates, the only one of its kind in the entire game.

Furthermore, this bug also happens when not “inside” of eles. It’s happened before and it’ll happen again.

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Haven't played in a while, what's new in PvP?

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Ostricheggs.3742

Well, there aren’t paids anymore. As a matter of fact there aren’t even tickets anymore, you can go turn those in at a conversion ratio of 1-5, chests – tickets. Hope you didn’t blow all your gems like I did!

Also, tourneys actually pop all day, except 8 man tourneys. They never pop. Like, ever. I’ve sat in queue for hours before. The matchmaking system DOES help, but it seems pretty easy to gain/lose MMR. Nobody knows how it works, all everyone knows is that there is one in place and that it will still queue rank 1s against 50s. If you have very high MMR expect 5m+ queue times unless there’s another high 5 man on.

As far as meta goes there is none. That’s because there are no teams. There are no teams because most good players quit I am not kidding, I think there might be ONE 5 man team that I see regularly.

There are more builds, but only for engi. I have like a dozen+ different builds I could run in TPvP. As far as other classes go, well you have frenzy GS warriors, staff necros (condi or power), bunker/deeps guards, water eles (barely nerfed BTW), bursty thieves (with pistol offhand), shatter mesmers and trap rangers.

Ele driven meta? Well, all the exceptional ele players quit. Eles don’t really scare me anymore. I used to clinch my anus when I saw vexeus without my stunbreak up.

Only bit of good news is that the game is still fun, but it’s not heading anywhere. The devs don’t know what they’re doing or where they’re taking the game. All we know is that it’s going to remain stagnant for at least a few months before anything good comes (if at all!)

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A Simple Yes or No From the Spvp Community

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Ostricheggs.3742

No, I don’t want there to only be conquest in this game.

HOWEVERRR

There is a major caveat and that is that the game NEEDS to get some love before they work on game modes. God knows they’re already working on hotjoin spectating while the mists get less populated every day. Last thing I wanna see is 5 triple cantrip ele teams running orbs in CTF.

FIX THE GAME BEFORE YOU DO ANYTHING ELSE FOR THE LOVE OF GOD! YOUR GAME IS ALMOST DEAD!

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State of the Game Feedback Thread [Merged]

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Ostricheggs.3742

They do mention that they have a bunch of “internal testers” whom they trust above all else

I’m pretty sure they have some kind of terrible meta going on that doesn’t reflect the actual meta at all.

“No Ele changes coming next patch”
“Warriors are close to becoming an unstoppable beast”
“Thieves need more mobility”
“Necromancer has a lot of viable builds”
“Guardians are perfect the way they are”

Actually

This is the exact meta you would have if your internal testers were all complete noobs.

It would explain a lot about the difference between what is on live servers and what devs refer to when they use the phrase: “what we see internally”.

I fear this is the exact problem. There’s a wall in between the reality of what happens in game and what the devs actually think happen. The only thing to help them scale that wall are internal testers or a PTR, preferably both.

Remember the 20+ stacks of might on mesmer shatter in early january? I guess the testers figured that was a good idea…

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Why the FT 5 change?

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Ostricheggs.3742

They changed it with a reason that was something the lines of: “The Flamethrower is being used as a control weapon now, and that’s not what we had it intended for, so we have changed it to another but worse controll spell”, okay the last part about what they changed it into they didn’t say, but that’s pretty much what they did :P

Oh god, the irony in this is just too delicious. I don’t think anyone even uses the FT except as a control weapon. It’s STILL kittenty even with the bug on the 2 hitting for 10k.

But the bug will be fixed and the flamethrower will find it in league with rocket boots and throw mine again. What it really needs is a huge buff to flame jet. Even with the 10% increase in damage on burning targets it’s still incredibly kittenty. Hell, even the 4 needs help. Compare the 4 on the FT with the 4 on the eles dagger offhand, twice the CD as the dagger offhand, 1/5 of the burn duration, zero physical damage and a substantially smaller radius. Hilarious.

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(edited by Ostricheggs.3742)

PvP Bug! Eles and nades/thrown elixirs

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Posted by: Ostricheggs.3742

Ostricheggs.3742

When armor of earth or earth attunement (I don’t know which, but I think it’s earth attunement) are on an ele they can dissipate my nades and thrown elixirs.

http://www.twitch.tv/ostricheggs/c/2044038

There we have it, raw evidence of the most annoying bug in existence. This happens to me ALL the time. It’s insane how many fights I’ve lost because of this bullkitten. No one kittenin believes me either when I tell them about it except other engis. Totally ridiculous and so incredibly frustrating. As if I don’t have enough RNG to worry about, I don’t know when my nades are gonna hit a kittening ele….

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(edited by Ostricheggs.3742)

Tpvp build list.

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Ostricheggs.3742

What ayestes said. I’d say speedy kits isn’t really worth it between the 100 additional condi damage/precision, sharp shooter and hair trigger.

All of those are really really good for HGH engis. I was speedy kits when I first ran HGH, but the 10 up firearms is just too good.

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Tpvp build list.

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Ostricheggs.3742

yea, I get that. When I tried geomancy it felt a lot better in small scale fights (where my own build was already good), but I was just so kittening squishy that attempting to get in melee range against some classes to use geomancy ONLY because it was about to come off CD and I would waste it otherwise felt awkward. It just kinda mucked up my mojo forcing me to do something I would have preferred not to do just for the sake of a bit of extra damage. It’s was still nice, but it sucked kitten at team fighting in comparison IMO.

Range is our friend ;D

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Tpvp build list.

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Ostricheggs.3742

yea, to each their own I guess. If you have success with your own then more power to ya.

I just can’t see myself playing with geomancy, rampagers, nightmare runes or enhanced performance ever, but a large majority of good engis disagree.

just my 2 cents.

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Engineer Elite - Elixir X

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Ostricheggs.3742

yea. it’s quite good, especially if you run a rampagers ammy.

I’ve mainly used it for survivability. The 3 on rampagers can save your kitten more times than you can count AND rampagers also doubles your HP. I’ve also 100-0’d people with it, the chain CC is hilarious. The tornado’s 1 can hit REALLY hard too, but the main problem is that the movement speed is so low in tornado that it can be hard to escape in addition to the confuse bug (where you die nearly instantly to confusion in tornado). Even better is the fact that while you’re X’d, all of your normal cooldowns are ticking as well. It’s kind of like plague form except with RNG.

Sadly, since they buffed turrets last patch it’s kinda hard to justify running it because supply crate is even better…

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Tpvp build list.

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Ostricheggs.3742

Condi-Burst is still around, played by Teldo, Hiba, and many others.

http://www.intothemists.com/calc/?build=-VRR;0B-Z-Vg0u5FQFx0;9;4T9-T-49A5;319A;1VN1;11-hoHAhoHA7Zi

Rune choices and Amulet choices are subject to change of course, pending personal preferences and bugs.

I honestly would not recommend that permutation of HgH in the slightest. I personally think it’s the worst of all types, and I’ve tried them all many many many times over.

http://gw2skills.net/editor/?fcAQJAqalspSXHxSfF17ICoC5loHPGlNZfewWpFEC;ToAAzCpoCyUkoIbOugk5MWYKC

this is far, far better. Geomancy sigils are kitten and don’t fit well into the playstyle I believe engis should be played as. Furthermore, rampagers makes you incredibly squishy. Like, kittenedly squishy. Rabid’s emphasis on toughness takes away a negligible amount of crit and physical damage, but gives far greater condition damage and survivability in return because of how well alchemy’s stat distribution works with it. Even worse is the nightmare runes which are STILL bugged out to not give any condition duration while lyssa runes bring sharpshooter up to 4 seconds as well as the burn proc up to 3. The lack of might stacking in the geomancy build is made up for via enhanced performance sacrificing needed sustainability from short fuse, and the might stacks from enhanced performance force you to use your heal skill more often than you’d like. The might is also far more “bursty” because the durations are so low. The sustained that comes with additional might duration runes makes it so that your battle sigil and general might stacks from HGH stay up for a very long time, often times making up the gap between rabid and rampagers in physical damage.

TL;DR use the build above, it’s better I swear.

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Tpvp build list.

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Posted by: Ostricheggs.3742

Ostricheggs.3742

http://gw2skills.net/editor/?fcAQJAqelIqicX3ShF17IxoHd+ziOkiCbYRK0f+B;ToAg2CmoAzAmAMLYOwkgNaY+B

This is my personal favorite bunker build. kittens ridiculous. It can be kind of hard to play, just be careful with kit refinement and your blast finishers in water fields.

You get so many dodges it’s absurd. I feel like engis in that build stay alive a LOT longer than a guardian. The only problems I’ve seen is the lack of stability, as you said, which can lead to you getting bursted down by chain CC, and the lack of potential for stomps which is the job of the bunker in most cases.

But it’s still a ridiculous build, I have no problem tanking 2 people for over a minute, possible even longer depending on class and whether or not you are able to self rez yourself.

And remember to stay out of kits while you’re taking damage. The extra armor from the shield and reinforced shield doesn’t kick in unless you have your shield actually out. 3400 armor is the kitten

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Engi March State of the Game

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Ostricheggs.3742

I would also like to mention that hundred nades is not a ten point trait. It needs 40, and most people run it without condi cleanses.

That said, I hope they nerf it, but not too terribly bad. Maybe have it be like a backstab where you don’t die but you’re super behind in a fight.

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PvE and SPvP release differences.

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Ostricheggs.3742

I agree entirely, friend. But my hopes don’t always translate into reality. Any attempts by me or any other player to suggest more focus on structured would be met with laughs by the business side of A-net.

We’ll always be second class citizens until they get their act together and actually do the kitten needed to fix the game, which isn’t gonna happen because there aren’t people playing and paying. It’s a downward spiral, but what can ya do?

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Engi March State of the Game

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Ostricheggs.3742

@Kimbald

I think what i gathered from the dev interview, was that they want a turret build to not need a stun breaker. That utility you might need would be built into the turrets over charge. No turret has a stun breaker unfortunatly but turrets can stun/knockdown/knockback someone trying to stun you or stunning you. So i guess thats supposed to balance out that way. not saying it does or that its perfect, but thats what i gathered from the interview.

There is no tourney viable, or even hotjoin viable, build without a stunbreak. You WILL die. I don’t care how tanky you are, when updraft stuns you for 3 seconds you are going to die even if you have 3400 armor.

And using an overcharge with a CC as a replacement is even worse. That’s completely factoring out stability and the fact that overcharge works on the turrets next hit which can mean the entire duration of the CC. That also assumes the turret isn’t going to get one shot by the frenzied warrior buttkittening you.

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Engi March State of the Game

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Ostricheggs.3742

What kim said.

I will not use turrets and probably never will until there is a serious reworking of them and their traits. Engi is quite literally the most utility intensive class in the game because our weapons MUST be supplemented with kits by design (see: damage tax on engi weapons). Add in the fact that turrets get 2 shot in team fights, the fact that you can’t control where they fire and the fact that the stat distribution up the inventions tree is completely irrational with regards to the actual usage of turrets and you have yourself a recipe for no damaging turrets under any situation.

It’s really a shame. What am I gonna do with turrets that have a 60 second cooldown when they die in two hits unless traited up a kittenty tree and are baby sat with a toolkit? Run two turrets and a toolkit?

Good joke.

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PvE and SPvP release differences.

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Ostricheggs.3742

Yes, they probably did actually. PvE’ers make up the vast majority of gem transactions. They keep the a-net coffers filled.

Although, it’s not really our fault that they let the game go to kitten by implementing a single money-making scheme for PvP that came too late and forced players into paying money (which few people actually did) for simple tourneys.

Honestly guys, we aren’t gonna see much at all. Think about the scale of GW2 and compare it to SPvP. We’re just a drop in the bucket. If we weren’t then we’d be ESPORTS SON

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State of the Game Feedback Thread [Merged]

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To me the most worrisome part is their lack of concern over population. They brushed off grouches question about incentives to playing SPvP with a diatribe about ranks and rank “progression”, something entirely meaningless. There is no reason for a PvE player to play PvP and therefore a very large majority of GW2 players may never go to the mists except for a free port to lions arch. The best way to get people back into the mists is making it so that your current majority playerbase has a reason important enough to them to be in the mists. Only then can you actually monetize and esportify the game.

Yea guys, that’s what we need, 400 ranks so that when we get a rank a day we feel like we accomplished something.

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(edited by Ostricheggs.3742)

Tpvp build list.

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Ostricheggs.3742

http://gw2skills.net/editor/?fcAQFAUl0pCYn1SfF17ICoH1nfdXiU8YN2HFs1DC;TkAg0Cno0xkjIHbQOdkBNEB

When I’m feeling sorta troll I like to use this flamethrower build. It’s pretty hilarious seeing 9k or more flamethrower 2 crits on squishies. The 2 is bugged out so that it can hit up to 3 times (once passing through, twice on the explosion) so long as you dont detonate it mid-air. It’s hilarious.

http://gw2skills.net/editor/?fcAQJAqal0picHxSfF17ICoH5V9hXiK8YfewWPIEC;ToAAzCpoay0koJbTumkNNWYWB

This condi build isn’t too bad either. You can switch out the toolkit for elixir C if you want, but the toolkit is so luls. It’s like playing hundred nades with condis though, you’re so weak to condis it’s sad

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Looking for An Engineer Perspective

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Ostricheggs.3742

Power damage stats scale far better than toughness and vit the greater the amount of stats there are. Power + precision + crit damage make each other better, the more you have of one the more the others benefit.

When you have 50+% more crit damage in addition to bonus power and crit you’re looking at absurd amounts of damage that severely hamper any attempt at using a build that’s viable in SPvP. I have an 80 thief in exotics as well. In full zerkers I can one shot people with steal/backstab from stealth. That’s ONE SHOT, as in, I kill them instantly with no chance for them to react.

I’m not trying to be passive aggressive, I’m just trying to say that it’s such a different type of game that the insinuation that WvWers know what tourneys are like is ridiculous. The expertise that comes with knowing every single class, their viable builds and their rotations goes out the kittenter when you have a variety of huge differences from stats/food/game modes. Apples and oranges.

I would just rather not have some guy from WvW attempt to make balance suggestions for SPvP, have it totally miss the mark and actually have some say because he’s on a podcast. I wouldn’t like to see the opposite either

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Which Profession Does the Most Ranged Damage?

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Ostricheggs.3742

Engineer. Throw 3 Grenades which hits 5 people which critically hit for 1k+. Shrapnel Grenade hits for 1.2k+ and I see Grenade Barrage hitting for 1.6k each. Not to mention the constant stack on bleeds coming from the Grenades which can easily be kept above a stack of 10 and the Vulnerability offers a group wide damage increase which again, can be kept above 15+ easily.

I disagree. You won’t see 1k+ grenade 1s in full zerkers, you’ll see higher on shrapnel and lower on barrage. 10+ bleeds is an exaggeration and don’t mean much in a power build. Also, you make the assumption that it’s a wise idea to spam 1 on grenades, which it isn’t, and that you land all of your grenades, which is impossible, when you mention the vuln. I’m not sayin they aren’t one of the best, power nades probably is if you had a stationary target, but I just think you’re slightly overplaying it. Also, power engis feel more like thieves sometimes with their number of hard hitting melee attacks via rifle.

Overall, given that you’re left alone to do your thing, I’d say that thieves do the most ranged damage with shortbow. Trick shot and cluster bomb hit like a kittenin truck, that poison field is massive and underutilized and the multi-hit attacks make opportunist proc like mad ho from a large range.

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Engineer RNGs in PvP

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I literally throw down/drink elixirs for might stacks and cleanses. I don’t even try and think about laying down a boon in a smart manner before using the elixir unless it’s S (even then it’s suspect to RNG).

If I try and throw elixir H at myself to counter some sort of burst via protection, I might give myself regen. An entire facet of our abilities remains suspect to complete RNG. Many fights have been won or lost because of it, most of it unknowingly. Protection vs regen/vigor, stealth vs stability, swiftness vs fury

Just thinking about how many fights I lost cuz of it makes me shed a tear

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how do you become good at pvp here?

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Ostricheggs.3742

verdelet, that is not true at all and the exact opposite of how you get better.

Believe it or not, many of the top players (myself included) think that engis are the most overpowered class in the game right now by a decent bit. That goes so far against common knowledge that its ridiculous.

Some builds are hard to beat. You don’t try and counter them with a class/utilities you have 5 games with then call them overpowered once you die.

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how do you become good at pvp here?

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Posted by: Ostricheggs.3742

Ostricheggs.3742

Personally, I saw the greatest improvement playing engineer when I learned what other classes did. Everyone has their own way to kill you. If you don’t know how your opponent is trying to kill you and what they’re trying to do, then how do you expect to kill them? I know a thief is going to try to gib me (or harass me), a warrior is gonna try and gib me with no stun break etc etc. Being able to differentiate between the variety of options that almost every class has is essential. If you run up to a triple meditation guardian thinking he’s a bunker then you’re gonna have a bad day.

Secondly, always have a good build. If you don’t have a good build you’re gonna get schraped.

FINALLY, play more, get better. Solo queue, play in pugs etc etc. The one thing I can suggest is that you never rage at randoms or pugs. While you are only one player on a five man team and you can’t carry everyone to victory all the time, if you ever kitten up in a fight, if you ever lose a 1v1, if you ever screw up a rez or a stomp then you contributed to that loss yourself as well, and fixing that is how you get better.

also, talk to acandis. If any nub has any questions go see him, he’s trying to set somethin up to help new players

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Engineer RNGs in PvP

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Posted by: Ostricheggs.3742

Ostricheggs.3742

For the love of god please change this. I kittening beg of you. It’s driving me insane

Do you understand what it’s like a-net? when I lose or when a fight because of sheer kittening LUCK?

I’ve thrown elixir S to stealth downed teammates before. I have won and lost games with that single ability alone because of RNG. Don’t even get me started on elixir X. Or even our heal. “oh, a thief is about to gib you? HAVE SOME MORE kittenING SWIFTNESS LOOOOOOOOOOOOOL”

RNG IS NOT FUN RNG IS NOT FUNRNG IS NOT FUN RNG IS NOT FUNRNG IS NOT FUN RNG IS NOT FUNRNG IS NOT FUN RNG IS NOT FUNRNG IS NOT FUN RNG IS NOT FUNRNG IS NOT FUN RNG IS NOT FUNRNG IS NOT FUN RNG IS NOT FUN

Yes, I am kittening mad.

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gap closers

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Posted by: Ostricheggs.3742

Ostricheggs.3742

pry bar isn’t CC. And I’m not so sure why we wouldn’t have gap closers if we have CC, that’s an entirely different ball park.. Warriors can get bolas a billion forms of CC with far more movement skills than an engi in the same build, but I wouldn’t call it OP

But personally I don’t think anything needs to change. I think that all movement skills should have a target because it mucks up class balance when roam speed becomes a factor outside of basic buffs like swiftness (which make most movement skills better).

As a condi engi all I do is kite people. I already have a lot of snares, but if they removed most classes’ gap closers then I’d feel like kitten when I 100-0 them from a mile away with absolutely no chance at catching me

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Looking for An Engineer Perspective

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Posted by: Ostricheggs.3742

Ostricheggs.3742

@Zinwrath I really gotta disagree, there Is a large amount of solo roaming players that run 1vs1 builds in WvW, whom have one clash after another with each other and I often duel these people (using their 1vs1 builds)! Yes, there is like 2 or 3 Sigils/runes that can be used in WvW that you can’t use in sPvP, that ain’t gonna make a difference!

Several palyers I have fought in WvW, I have gone to sPvP to do a few 1vs1 as well, and a Theif is still a Theif, if you know the basics how to counter one in WvW, you know the basics of beating one in sPvP aswell!

I do agree that different builds and tactis exits in these two area’s, but the core concept of “how to beat X class” or “How to make a build that can do X thing”, is the same!
The only reason most WvW exclusive players suggetions get’s dismissed by the spvp community is in my opinion, and one of the reason I do so little sPvP, is most of them is to arrogant about sPvP and tPvP is “The only true PvP”! Which I simply don’t agree with, sure, If I only did do WvW zerg, then I probaly wouldn’t know how to do a 1vs1, but that’s simply not the case for most really active WvWers! ^^

I disagree so substantially that it cannot be over emphasized. The differences between SPvP and WvW are massive, the main reason being the stats. The stat difference makes it an entirely different game, almost beyond recognition. with 2 ascended zerkers rings (no ascended ammy or backpiece, no legendary) my engi can get 117% crit damage, 2465 power and 46% crit with food. That is kittening unbelieveable when you compare it to the paltry 62% crit damage, 2100 power and 38% crit chance with the exact same build.

Let’s take a fight against a normal ol’ zerkers backstab thief for example, d/d or d/p, it doesn’t matter. In WvW the stat inflation makes it so that you can get buttkittened in an instant between steal and c/d or heartseeker. The fight descends from there as eating just a single heart seeker will finish me off. In SPvP I can eat more than one heartseeker while dodging the rest and still pull off a 1v1 after S is on CD. The tactics and styles are the exact same, but a thief is kittening ludicrously stronger in WvW just for the sheer amount of stats in addition to executioner.

Don’t even get me started on the food. Condi classes get kittening 40% extra condi duration.

FOURTY PERCENT

40 percent

40% condi duration

That is a game changer, that has implications that blow my kittening mind about all the things I know in TPvP. It is RIDICULOUS. 40%

I mean really, SPvP and WvW are so different it’s insane. As an engi with 3500 games in structured I would hate to have a WvWer make suggestions about spvp…. The simple fact of the matter is that it’s a different game.

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HGH question

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Posted by: Ostricheggs.3742

Ostricheggs.3742

Yes it does. I use fast acting elixirs, 409 and HGH. You can really tell with the drink B at 75% minor trait, it helps a lot with might stacks.

And as far as builds go HGH with a battle sigil and rabid ammy is almost unstobbable. I prefer battle over geomancy because geomancy mucks up the playstyle so much, I switch between nades and pistols all the time, no matter what the range. I kite an kitten, and while geomancy helps in specific fights it would be stupid to suggest it’s better in larger scale teamfights. Plus, battle already gets an additional 30% boon duration on top of the 40% I get in runes. It gives me 20-25 stacks of might in combat easily.

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Elixir S: just broken, or bugged?

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Posted by: Ostricheggs.3742

Ostricheggs.3742

Yea, I think it’s too strong TBH. But if this gets nerfed then the same thing needs to happen with eles and mistform with their utilities :P

I don’t think they realized what would happen when you copy paste the code on mist form to a class that has actual weapons on utilities.

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sPvP Class Tier List: - Updated 6/30

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Posted by: Ostricheggs.3742

Ostricheggs.3742

Personally I believe that an HGH condi engi played at the skill cap (with a battle sigil, might stacking runes and short fuse) is by far the best build in the entire game. It blows out the competition by a kittening mile.

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Quarterly Tournament with Legendary awards

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Posted by: Ostricheggs.3742

Ostricheggs.3742

I can’t name one team with a set 5 man on NA right now.

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maps updated & 8 team rewards increased

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Posted by: Ostricheggs.3742

Ostricheggs.3742

The problem is more like during the day we have no other continents to fill up the work-time space. That’s because NA and EU is seperated. And a level down you have 30 different servers, where ppl are spreaded and can’t chat with each other. If you would have one big server this would never happen.

It was never a problem three months ago. Frees would pop 8-a.m. to 2-a.m instantly. Now they can’t even pop during prime time.

Seriously, the game is dying. I want to queue for 8 man tourneys. I can’t because they won’t pop.

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maps updated & 8 team rewards increased

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Posted by: Ostricheggs.3742

Ostricheggs.3742

I was in queue for over an hour for an 8 team today.

This game is dead ;_;

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Warrior Mobility Issues

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Posted by: Ostricheggs.3742

Ostricheggs.3742

Shaolin I can understand a reason why you want to run 30 in defense and have a balanced build that runs fine alone. But what you’re trying to achieve here is phantasm mesmer(EXAMPLE). God in 1v1 kitten in teamfight. You can’t have them all. If you lack something you need to work it around your team composition or communication fak I kno. I should be getting paid for giving these lessons or hired by anet as a game tester/balancer.

All classes should have access to a balanced build. Warriors are NOT in a good spot right now. They’re pigeon-holed into frenzy-hundred blades with different off-hands and slightly different builds.

And your lessons aren’t exactly helpful, nor are they witty. As a matter of fact they make you look pretty darn dumb

I 100-0 warriors on my engi and cringe. And some classes do have it all. I can 1v1 anything on my engi and win and I carry in team fights. Thieves, eles, mesmers and even rangers are all able to do the same. You can’t expect to be solely a team fighter in this game and win just as you can’t always expect to 1v1.

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Spirit Watch : ride the lightning +orb

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Posted by: Ostricheggs.3742

Ostricheggs.3742

MF and RTL combined with Signet of Air (+25% run speed) —-> excellent contender at running the orb. =D
To refocus on the thread it’s not about which professions are the best at running it but rather why while using evasive skills certain professions clearly drop the orb or are slowed down while MF and RTL aren’t affected.
Was this intended or is that a flaw that needs looking into?

Alas, it was intended. They already addressed it as a balance issue before the map was even released.

The thing that’s fun about the orb, was that feeling of being chased and using all your skills to narrowly stay alive. The fights that break out when enemies are trying to bring down the orb runner, and allies trying to keep the carrier alive.

The thing that isn’t fun, is when the orb carrier is rarely in any real danger of being caught or stopped. When the other team doesn’t even bother trying to chase, because they know there is no chance to catch the carrier.

Yes, we fully expect that some specs are going to be better than others at running the orb. However, the goal was just to make sure that none of those specs felt unstoppable. Sword rangers actually make excellent orb runners.

https://forum-en.gw2archive.eu/forum/pvp/pvp/New-map-question-is-orb-a-bundle-or-a-buff/first

Hilarious isn’t it? Funny how arena-net thinks sometimes. I guess excluding over half the classes for orb running is somehow a good idea.

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(edited by Ostricheggs.3742)

Build Wars 2

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Posted by: Ostricheggs.3742

Ostricheggs.3742

periods and commas are your friends.

But seriously, it’s not build wars because a class has a lot of condi cleanses.

I know, it’s bullkitten that some classes are extremely strong against conditions and some extremely weak against them. Personally I think they need to take a look at adding more personal condi cleanses on classes that need them (warriors, mesmers) and less AoE ones

This game’s balance with regards to conditions is in the kittenter 30x over.

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Spirit Watch : ride the lightning +orb

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Posted by: Ostricheggs.3742

Ostricheggs.3742

There are really only 2 viable spots with which to use RTL as an ele carrying the orb. Use immobilizes at these spots. An ele who is immobilized and in RTL is an easy kill.

It is really that simple.

That is incredibly not true. There are many places to RTL on this map, and considering that an ele running the orb probably has cleansing fire it becomes twice as hard to stop.

And milo, mistform is a problem because it negates the move speed debuff from the orb. In conjunction with RTL and even a move speed signet (I haven’t seen many eles use this yet, thank god) designated orb carrying eles are gods on this map.

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Warrior Mobility Issues

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Posted by: Ostricheggs.3742

Ostricheggs.3742

This fits hand in hand with the main issue of condi removal that warriors face.

The fact that 90% of their bajillion weapon combinations are kittenty doesn’t help either.

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Asura Engineers running Elixir S

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Posted by: Ostricheggs.3742

Ostricheggs.3742

I literally quit playing my asura and rolled a human for tpvp just because of this bug. I wish I could delete the sum kitten but he’s 80 with exotics, so I’ll just have to wait until they fix it. This also made me quit playing WvW.

People have told me that this bug “isn’t that big of a deal”, but they don’t know what they’re talking about. Good luck throwing grenades or having any situational awareness while elixir S’d. The constant feeling of helplessness when popping the best stun break in the game is just ridiculous. After 30 minutes helplessness turns into blind rage as your camera just throws itself into the ground over and over and over.

kitten this bug, kitten the fact it hasn’t been fixed yet. kittening jesus kitten

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HOW did RTL nerf ruin your game?

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Posted by: Ostricheggs.3742

Ostricheggs.3742

If this is insisted on, my suggestion is adding one second of additional base swiftness to what is gained from elemental attunement trait by switching to air.

I completely disagree. Eles are still the fastest roamers in the game even without perma swiftness and the RTL nerf in TPvP.

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[SOTG] Questions Poll

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Posted by: Ostricheggs.3742

Ostricheggs.3742

1. How are you going to make it easier to progress in skill (from hotjoin zero to tourney hero)?’

2. Why are you so afraid to balance the game?

3. Why haven’t you created more viable builds (see: previous question)?

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lazy class for s/tpvp

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Posted by: Ostricheggs.3742

Ostricheggs.3742

I would say that easy classes are those that aren’t reactionary by default. In other words, your opponent has to react to what YOU do and rarely vice versa (before people start to try and dismantle my list I’m not saying these classes are easy, I’m just saying that you can buttkitten people with these classes without knowing what other classes do). In my experience the list for you would be

d/d thief (probably the one for you)
greatsword axe/shield warrior
0 10 0 30 30 cantrip d/d ele (contrary to popular belief these are easy as kitten to play. three stun breaks makes baby jesus cry)
trap ranger
condi necro (hardest on the list, can be very squishy if you don’t know what you’re doing)

Everything on this list is viable but slightly more difficult to play in tourneys. The easiest one to play in tourneys is probably the trap ranger and ele.

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Incendiary Powder vs Shrapnel

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Posted by: Ostricheggs.3742

Ostricheggs.3742

10% extra condi duration in addition to the 30% from the explosives tree makes it a 3 second burn. I’ve tested it repeatedly for months, that’s the way it works.

IMO it’s far better than shrapnel in all respects except for AOE spam, which is only effective in PvE and WvW.

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HOW did RTL nerf ruin your game?

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Posted by: Ostricheggs.3742

Ostricheggs.3742

The reality of frost aura is that it is still the best applicator of chill in the game and the previous version of frost aura was blatantly overpowered. Anyone hitting you at any range would be chilled (an overpowered condition by the way) for vast amounts of time. It was not a deterrent to attack an ele as waiting out a frost aura was and always will be a stupid tactic in 80% of all scenarios. 7 seconds of complete inactivity usually means a fight is lost.

The idea of it being a punitive skill makes sense, but its length and effect were far exaggerated for its cooldown. The new frost aura fits well in your own description of its purpose as hitting an ele with frost aura still applies chill, but it won’t apply chill until a condi cleanse is up (a luxury on most classes further hampered by chilled) AND it gives a large amount of reduced damage for 7 seconds. I’d say that’s fair and balanced for its cooldown. I’m not so sure if you’ve ever been on the receiving end of frost aura, but it completely destroyed some classes in combination with aura share.

And what other skill in the game would apply over 10 seconds of chill? I’m curious.

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(edited by Ostricheggs.3742)

Incendiary Powder vs Shrapnel

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Posted by: Ostricheggs.3742

Ostricheggs.3742

The burn proc is insane. IIRC one second of burning is like one second of 6 bleeds,

Really it depends on what you’re gonna do with the build. If you’re just gonna spam grenades at mobs in a condi build shrapnel is probably better. However, in PVP where diversity of conditions and “burst” conditions are far better than lengthy bleeds, incendiary is far far better.

10% extra condi duration in addition to the 30% from the explosives tree = 3 second burn proc as well (probably a bug). Burning is absolutely the best condition in the game. I almost never make a build, power or condis, without incendiary powder.

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HOW did RTL nerf ruin your game?

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Posted by: Ostricheggs.3742

Ostricheggs.3742

I’m not sure if you realize this, but frost aura was incredibly broken and insanely overpowered. Its “nerf” (10% damage for 7 seconds is kittening massive, especially for eles) was more like a fix to a ridiculous aura. An aura share ele with frost aura will ruin anybodys day in a team fight. Stacking 10+ seconds of chill on someone was not uncommon. I’ve seen 20+ seconds on my engi with grenades. And frost aura is STILL incredibly strong and is the best applicator of chill in the game.

The ride the lightning nerf was to reduce mobility and make sure that people understand what they’re about to do before they waltz in and out of a fight on air swaps.

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