Can you confirm some of the questions about how the projectile finisher will work? The livestream made a point of talking about deploying the light field and condi cleansing, but given the way projectile finishers currently work it relies on the projectile making contact with a target. Or, is Mortar Kit 1 an AoE projectile so as long as it hits a field the finisher fires?
As long as the projectile lands in the field or goes through it will give the combo pop-up – it doesn’t have to hit the target.
Also, is MK#3 just a light field or is the intention for it to be a pulsing blind as well?
The #4 is a light field and pulses blind with a 4s field duration.
Nice! Thanks for responding!
In the stream the #4 was a frost field o.O Did the skills get shuffeled around abit?
I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
Does the Mortar kit offer a similarly satisfying experience for condition builds as the Grenade kit did?
The mortar seems to focus on soft cc-condis rather than damaging ones
Looks like a fun build, personally I’d go the heal reset trait instead of protection, but thats bcs i like wvw
He has 21k hp in the video, so I’m assuming hes like celestial or something. So if u go full Power gear the orbital strike might actually reach 1,2k base dmg
•Takedown Round: Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
not below 50%, if its AOE it can be good in zerg fights
I really hope the damage will do/almost do, the damage grenades do now with Grenadier trait. If not, huge nerf to wvw engineer. I also hope the travel speed isn’t super slow. Grenades were slow, but to my feel, mortar shots are even slower (current iteration). Lets hope that won’t hold up. Engineer needs good long range weapon, period.
In the video the projectile flew pretty fast, almost like an staff ele’s fire bolt thing
It might be procced if u throw it ontop of yourself, I know they were talking about that about the old medkit
Yeah, there were alot of baseline stuff missing, like the pistol AA that would be an explosive
Theres already been a discussion about the grenade “nerf”, and most people don’t have a problem with it
Yep, any traits that’s not there will most likely not be there when it goes live
Remember all the thieves who tried to defend stealth as a not broken mechanic when there werent any Reveal-skills? They told us to counter them with AOE… well kitten just got real!!
•Mecha Legs: Your movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
The invetions in general seems good for self sustain, so I’m not wiping that much over speedy kits
I had hoped they’d keep the Barrage skill, but whatever I’ll make this work one way or Another… assuming the #1 good dmg, anything above 1k base dmg is good when it crits.
- I hope they icnrease the dmg/make it able to critically hit
- if I’m correct they said they’d have to tweak velocity and stuff like that
- regarding the stability, im cool if we lose it, theres no need for it at a longer range in my experience, and compared to I.E the flame thrower which is a short range weapon
I can only speak from a wvw perspective.
The only reason you’d want to use grenade kit at a longer distance would be in zerg fights. And this would be a ba doption in alot of cases due to retaliation.
Even though the mortal Shells will be reflectable you should now be able to keep shooting them without dying.
As alot of people have stated above, the grenade kit works best at mid range-melee, so this change won’t really be a nerf in terms of effectiveness at a range.
Some say the loss of poison fields will hurt the engineer alot, but they might compensate that in other ways.
Nice QoL change
Where does it say the update will be enxt week? They said next update, not next patch day.
This was actually my first thought when I saw Quip. Hope the make something like this!
Gw2 used to have a larger aoe cap during launch, but they reduced it and one reason for it was the lag issue if I’m correct.
Siegerepair at the cost of supply would be nice
AFAIK the beta didn’t feature any of the upcoming trait Changes.
Curious, does that mean the revenant’s traits are using the old trait system as a stop-gap then?
From what I Heard and saw the revenant used the, back then, existing trait lines in the current trait system.
AFAIK the beta didn’t feature any of the upcoming trait Changes.
Whats the focus of WvW?
Some say it’s the commanders.
Ovalkvadratcylinder.9365:
Sir Vincent III.1286:
Meh, you assume wrong. SB is not for autoattacking, it’s for littering the area with poison fields and blasting it. How often can you cleanse a perma poison?
I’m talking about zone control here — which obviously too advance for you.
No competent Thief will auto-attack an Engi with a shield.
I’ll take that “very good” with a pound of salt. Obviously you have not dueled a competent Thief.
And if your goal is to win, how do you catch a Thief?
Or you’re just like every other Engi who waits for the Thief to initiate? In that case, you’re one of the boring ones.
You can’t be killed, but you can’t kill a Thief either.
First of all you should do something about your derisive attitude.
I only get like this when I have to repeat myself when someone disagree with me by not reading my whole post.
Second of all, how many times can you blast a poison field unsuccessfully and not have to fall back to regen initiative, giveing both you and the engineer space. Exactly what the engineer wants.
Giving space? lol
An engineer wont cleanse just because hes being poisoned once. The area Control from sb is not effective at all vs engineers. We’re not warriors that get shut down when poisoned.
This is what I’m talking about. You have no idea what zone control is.
If my goal is to win, then how do I Catch one? I’m not sure what you’re trying to get at. Obviously I’m not gonna Catch a thief with an engineer.
Then you’re not a hard counter to a Thief. Let’s end it here.
But as I said if the thief decides to fight Ill have a good chanse of winning.
No competent Thief will bother with an Engi with a Shield.
There’s no point on attacking a turtle when all they do is hide in their shell.
I would have completely agree with you if GW2 has taunt, but it doesn’t.
Yet agains you’re assuming I don’t know what zone Control is when you’re the one missing the Point. You Think the zone Control you’re talking about is effective, when its simply not.
Ofc a thief will use the SB against an engineer witha shield, because a competent thief, as you put it, will pay attention to when the engineer reflects or not. The dps itself is far better than any area pressure that you’re suggesting.
Now ofc noone will kill the other if they dont comit fully. So lets say they are duelling. The unwritten rules of a duel says: no running away. Obviously both profs. have a good chanse of winning. Wasting you initiative on area pressure is not gonna win the fight for you.
If you get like this everytime someone makes you repeat what you’re saying, maybe you should Think twice. Maybe you’re the one, as I stated above, missing the point
What I don’t understand is what down sides will come with an elite kit, I mean, will the skills on it take a long time to cool down? will it have a long cooldown on swapping it?
From what I saw they might not even be increasing the range, just lowering the range of grenades to 900…
They havent told us yet :/
I’m going to say engineer so hard, they can hit you with way more conditions than you can effectively deal with
Only if you let them.
I have to disagree with you on this one. I also saw you commented that an engineer is worthless if the thief doesn’t attack. That’s wrong too.
An engineer loves it when a thief doesn’t sit ontop of him, especially if SB comes out. That’s when he can spam his pistol skills and proc condis ( if condi) He can fake magnet, he can reflect, he can spam Everything he got without being punished.
A decent engineer will not take more damage from the SB than he can heal up without detonating his healing turret.Meh, you assume wrong. SB is not for autoattacking, it’s for littering the area with poison fields and blasting it. How often can you cleanse a perma poison?
I’m talking about zone control here — which obviously too advance for you.
No competent Thief will auto-attack an Engi with a shield.
Actually I don’t play thief. But I do main engineer and I’ve duelled against alot of very good thieves. Assuming the goal of both players is to win, I’d say engineers have a very good chanse versus thieves
I’ll take that “very good” with a pound of salt. Obviously you have not dueled a competent Thief.
And if your goal is to win, how do you catch a Thief?
Or you’re just like every other Engi who waits for the Thief to initiate? In that case, you’re one of the boring ones.
You can’t be killed, but you can’t kill a Thief either.
First of all you should do something about your derisive attitude.
Second of all, how many times can you blast a poison field unsuccessfully and not have to fall back to regen initiative, giveing both you and the engineer space. Exactly what the engineer wants.
An engineer wont cleanse just because hes being poisoned once. The area Control from sb is not effective at all vs engineers. We’re not warriors that get shut down when poisoned.
If my goal is to win, then how do I Catch one? I’m not sure what you’re trying to get at. Obviously I’m not gonna Catch a thief with an engineer. But as I said if the thief decides to fight Ill have a good chanse of winning.
That’s exactly why they are reworking the mortar into a mobile kit.
I’m going to say engineer so hard, they can hit you with way more conditions than you can effectively deal with
Only if you let them.
I have to disagree with you on this one. I also saw you commented that an engineer is worthless if the thief doesn’t attack. That’s wrong too.
An engineer loves it when a thief doesn’t sit ontop of him, especially if SB comes out. That’s when he can spam his pistol skills and proc condis ( if condi) He can fake magnet, he can reflect, he can spam Everything he got without being punished.
A decent engineer will not take more damage from the SB than he can heal up without detonating his healing turret.
Actually I don’t play thief. But I do main engineer and I’ve duelled against alot of very good thieves. Assuming the goal of both players is to win, I’d say engineers have a very good chanse versus thieves
Motivation for playing when HoT arrives?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
-Wvw/new traits
-might check out the story too (not that big of a pve:er)
- I rly hope rework some of the runes, especially the runes of X-profession.
Engies are already the profession with access to the most fields in game. They are only missing dark and ethereal fields.
Sad we’re losing poison fields though
Not that anythings confirmed, but the Mortar Kit f-skill looks alot like it applies poison
Everyones builds are most likely getting messed up. Good or bad, that’s the whole Point of it.
:D
I’d like to see a Siege Repair ability
Everyone’s getting increased base stats anyways…
Will I need the expansion to play GW2?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
You will be able to play gw2 without the expac. Just not the content that comes with the expac.
All the trait/skill Changes will be available Before the expac is released, EXCEPT the elite specs as Ive understood it
How about 1 bone minion per target that explodes on Death?
At first yes. Alot of people are gonna use the elite specs. However, they are not universal. They won’t cover all play styles. People will learn how to counter them, they Always find a way.
Why did you remove the HoT Beta Weekend Page?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
the core Changes are being released Before HoT and the elite ones with HoT.
Was this supposed to be a portal?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
Don’t think so. I think the max “stack” of dust you can get is 50. It went over that number as a bonus and gave u +X amount.
That “50” number you got is too much of a round number to be coincidence imo. It seems like a limit.
And even if you are right…1 dust doesn’t only mean u got bugged out of a beta item. It might also mean you bugged out of a bandit key for example.
250 a stack like Everything else
The cursor. Do something about it.
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
While you keep looking for your cursor, I’ll be over here looking for my precursor
It’s a stresstest, chillax!
How about just allowing us to have our utilities while in DS. Let’s stop treating it like an entirely different form, and more like a weapon swap.
Or this… One or the other.
OR, just for fairness sake… Make Kits hide utilities on Engineer and make them drop kit to pick another. See how long it lasts there. Then someone might have some sympathy for us. :P
That said. I’d still like… all of those moves up there… T_T
Our kits ARE our utilities ._. Besides, Don’t compare DS wiht others utilities, instead compare to other profs. f-skills. Personally I feel like DS should give the encro utilities new functionalities.
I.E heal while in DS could give a boost to Life force rather than healing and stuff like that
[Suggestion]Lock skills behind specs
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
I completely disagree with OP: There are some things you learn by playing this game, and one of them is that alot of skills are situational. Being able to swap skills instantly while out of combat is something alot of people rly like about gw2.
Secondly, so yeah now you’ve narrowed down the amount of builds players can make. How does that increase the diversity? Making specs distinct by locking the skills into them is not a good thing.
The diversity comes from being able to choose any skill from the skillpool of that profession.
I can understand how it sounds cool to be able to identify specs by giving them themes just like archeage did. But that only allows for one thing.
The gap between effective (good) builds and less effective builds will increase. This because now players can not take that specific skill that counters another skill or effect.
(edited by Ovalkvadratcylinder.9365)
Unless they make a complete rework of the runes
New Trait System and Build Diversity
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
Also the fact that we’re not forced to pick one line because of the stats.
Nice!
Gonna be fun!
1. It’s a kit. Where’s the bad-ssery of mounting an actual mortar?
That was indeed fun, however, being mobile and knowing when to Dodge what is more skillful than knowing placing a mortar where noone can reach it.
2. self-only. Why can’t i let others use it while i jump into the fray?
I’m pretty sure other players rather their own skills than jumping on a stationary mortar that either dies or gets them killed.
3. Much less tactical terrain gameplay. New mortar is a kit. Only tactics here are traits/specialization choices, not using placement, terrain and teamwork to your advantage.
The only none skillful play here would be to pick the mortar instead of supply crate. Even if it could crit and whatelse you’re suggesting (which I already have in an old post) the kit is so much better in any way compared to the stationary version.
Besides from Tower defense in wvw, the kit allows you to move with the fights so much easier, and to react faster to different situations.
10 seconds might seem like a fair trade, but those 10 secs couldve been used to move 10 feet the other way and then put down an ice field.
Doesn’t make sense to have a stationary skill of this kind in gw2 when it’s all about being mobile.
I’d much rather have the mortar kit
Changes to skills live before HoT too?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
I dont think they will, i know they will, they specifically said so
Alright! I must have missed it! Cheers!
Changes to skills live before HoT too?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
I was just wondering if you guys think the Changes to the necro wells, Engine mortar etc. will go live with the core spec Changes?
I can’t figure it out when reading the summary.
