Red Guard
From the alchemy tree alone i have around 22,7k health.
I may be missing something, but how do you get 22.7k health from the Alchemy tree when it only gives you +300 vitality? That results in 1216 vitality, which translates to 18082 hp.
Red Guard
How did you take a picture of me post nerf?! :O
Thanks for that! ^^
Red Guard
Except the Flamethrower got a flat 10% damage increase to burning targets and can now detonate Flame Blast as a PBAoE?
A 10% increase of damage to burning targets isn’t strictly a ‘flat’ increase, since it is highly situational.
If the burn would start on the first hit of the FT then this buff would be flat, but like it is implemented now, it is a marginal damage increase at beast.
Flame Blast manual detonation is nice and was long overdue, but isn’t worth sacrificing one tool slot for. For me personally this changes hardly anything though, since I usually was able to hit enemies with Flame Blast’s end detonation, because I would Air Blast them back, dodge back and fire Flame Blast.
Using this technique would make even more sense now that Air Blast refreshes burning to 2 seconds, so that detonating Flame Blast manually would make less sense after the patch, which negates the ‘buff’ to Flame Blast.
But for Air Blast to refresh burning on enemies to 2 seconds, they must be burning first and the burning from Flame Jet is too short basically.
The whole change looks like a buff, but it is clunky in reality at best.
Red Guard
what the f…? Sry i rather continue playing my alts.
I dont care why they overnerfed this class so much in every patch but this time theyve gone to far. They complete took away any reliable way to remove conditions.
I used FT/E-Gun in my build and this patch literally destroyed it. Tried it today, its unplayable now.Err, what? Super Elixir has a 10-second duration. It has an untraited 20-second cooldown, the same as the Kit Refinement version.
1. Swap to the Elixir Gun for Super Elixir (Kit Refinement Proc)—10 second duration
2. Swap back to the Flamethrower
3. Swap to the Elixir Gun for Super Elixir (#5 skill)—10 second duration
4. Swap back to the FlamethrowerRinse and repeat. 100% upkeep of Super Elixir’s Light field. If you time it properly it’s just as effective as it always was.
Let me reiterate: Super Elixirs viability in 100% upkeep has been left literally unaffected, and actually got buffed to be even stronger.
Try it yourself.
I am beginning to wonder if ANet have this unwritten rule somewhere that they are not allowed to buff the engineer.
Except the Flamethrower got a flat 10% damage increase to burning targets and can now detonate Flame Blast as a PBAoE?
Let me quote myself in context:
I am beginning to wonder if ANet have this unwritten rule somewhere that they are not allowed to buff the engineer. If they are about to buff it, they have to think hard how to diminish this buff again in the same patch.
Regarding the Super Elixir portion of you post:
If you throw in an odd kit equip in there (multi kit builds, situations where you have to take out another kit again after using your main weapon), you completely mess up KR’s Super Elixirs proc, because that Super Elixir proc has now been occupied by another kit’s proc. Before the patch you would have the accordings kit’s recharge time on each kit seperately. Now we effectively have a general cooldown on kit’s KR proc on top of the individual KR’s effect recharge rate.
This is of course a non issue in single kit builds, because no other kit’s KR proc can occupy another kit’s proc. But it gets more messy the more kits you use. Hence my deduction that they don’t want us to use KR with a multi kit build.
Red Guard
Add to that the Kit Refinement effects already had a recharge time of 10-20 seconds, so it is not like you had op condition removal.
Basically they levered out multi-kit usage for me, cause of the lack of reliable condition removal now.
Red Guard
(edited by Pannonica.5378)
Interesting find Kimbald.
It of course makes no sense to be able to switch kits while stunned.
So I file this under “Mindless quick and dirty fix”. Really seems like a last minute thing without thinking about the implications across the board, but nowadays we have to be happy about anything engineer they touch.
I have discarded KR from viable options in engineer builds to be honest. I can’t see them reverting or adjusting this change.
Red Guard
It has been said in a differnt thread, but, first they buff two kits that have a good synergy via traits and then they punish using it by adjusting Kit Refinement.
I am beginning to wonder if ANet have this unwritten rule somewhere that they are not allowed to buff the engineer. If they are about to buff it, they have to think hard how to diminish this buff again in the same patch.
Oh wait, we are the Jesters of Versatility and, in contrast to the Elementalist, we have to pay the price for our versatility.
Basically: master a hard to play class>as a reward you get punished by lower damage output
Seriously though: Kit Refinement effects already had a recharge time. To nerf 100nades they should have used a different means. Instead they disable the effectiveness of KR across the board, most of all disabling the good synergy betwen FT an EG (which they would like to synergise according to traits and the recent buffs).
As much as I like to put this on the 100nade (ab-)users, it was ANets call, and they went on with it in a very unimaginitive way to be honest.
Red Guard
Zenguy, I don’t know about you, but its February here.
Red Guard
I don’t understand the Kit Refinement ‘adjustment’ either… if they wanted to tone down 100nades for example, they could have done it a different way. Kit refinement became useless for me (and I don’t use 100nades), since it is one more (invisible) cooldown to handle.
Absolutely unintuitive and unfun gameplay.
I personally will never again spec into Kit Refinement.
That trait became as illogical and weak as many other Engineer traits.
Now we have a recharge time on the effects that result from Kit Refinement plus a 10 second CD on Kit Refinement itself?!
Come on… What did you try to achieve there? Why didn’t you lengthen the recharge timer of the KR skills?
http://wiki.guildwars2.com/wiki/Kit_Refinement
If ANet wants to discourage engineers using builds with several kits (and this is the only conclusion I can draw from all of this, since once one Kit Refinement effect has procced you can’t use another kits Kit Refinement effect for 10 seconds and this is not including the effects recharge time), they should have replaced Kit Refinement with something else altogether, not make it useless.
Red Guard
As has been pointed out by Qwixx, the zoom hack increases field of view, not the range of the AC or any ground targeted ability for that matter.
This basically means, if your field of view prevented you from looking over a wall to an area that in fact IS in range of, for example your arrow cart, with the zoom hack, you can look over the wall and hit the ground on the other side of the wall with the ACs abilities. With the zoom hack, you can not however, hit an area that has been out of range without the zoom hack, in a way that the distance to the target area is simply to far away.
So the original screenshot leads to two conclusions:
1. the arrow cart pictured (provided there is an AC, it could be anything that produces a siege icon above you really), has been build to take out defenses on the wall of the attacked keep, and/or was an AC misdirection build. Following the thought of a misdirection build, one can assume that the real arrow cart is standing close to the gate and is taking out your defensive siege inside, the ‘normal’ way.
So you may have simply been outplayed.
2. There is a mechanic in place that enhances the range of the AC. This plus the zoom hack would enable you to hit inside the keep.
Concerning the screenshots from Anatolian Turk: There could very well be an AC close to the gate in that situation as well. One player stating “The AC isn’t even close to the gate” doesn’t prove anything. Anyone can make screenshots like this. No offense meant, Anatolian Turk. If you checked in front of the gate, you of course know better than me or the people reading this thread, but we have nothing except your word for it, and people should be aware of this.
It is easy to overlook things during heated gameplay and there might or might not have been exploits being used, but from the screenshots one can’t conclude that there definitely have been dodgy things going on.
Red Guard
(edited by Pannonica.5378)
Please remove tonics and transmorph items as well, since they give you an unfair disadvantage, because when you are transmorphed, you can’t fight and if you’re colored with tonics, the enemy can spot you much more easily and kill you quickly.
Red Guard
Just confirming the ‘one page of search results only’ issue.
The search tells me over 1000 occurences of the search term found and presents one page with about 50 results without the option to go to the next page of results.
Red Guard
“… that take literally 5% of the time those P/P vids to achieve kills”
If you’re a child that wants the cookies from the cookie jar nau, you might want to run 100nades, because it gets the job done in 1% of the time those P/P vids to achieve kills (or deaths).
Red Guard
Yeah, Maskaganda has found a nice build plus gear setup, and he even didn’t need a name for it.
It should be noted that the 40% from the pizza doesn’t result in an additional tick. You need 50% to get an additional tick.
In my opinion the engineer is pretty good at quickly reapplying conditions once opponents remove them, so condition duration shouldn’t really be an issue we should worry about (for WvW that is) and I advise against using the pizza.
Other foods, depending on your spec, are more effective.
Red Guard
Theres a kitten hiding in your link.
Here is a working one:
http://tinyurl.com/ag3vozl
Red Guard
I m rly not impressed anymore of watching a new video of … whatever. If i would make videos of my turns around the map, i had enough stuff to make laugh the whole community here about some of these SUPER-MEGA-ULTRA-HIGH Guilds, Players, Skills, Classes … whatever. And if i see one single RG Member, i know – its a dead certain 1:0 for me! Thats the truth. But i dont will see that all the everlasting untalented guys are rerolling my class or post some topics to disparage my class because of my videos, i will go without this doubtful fame.
Indeed the mythos of RG works only, and rly only with massiv zerg support. And guilds like RG is, have of course high amount of membership. Sry but i have seen a great number of guilds with better individual players. Just sIN is one of these …
ps. my home is sfr
pps. i was just wondering where are the videos of RG wipes against [VcY] yesterday night … and i m not a member of this guild – Your videos are only a big glow. Well enjoy the good press …
I congratulate you on never dying.
We never stated single RG members would never die and stomp everyone 1v1.
So all that your comment proves is that you think you have two big Kittens (and probably one tiny Kitten, which comes naturally with two big Kittens), nothing more. Moving on…
Red Guard
This still holds true:
http://www.reddit.com/r/Guildwars2/comments/10ilke/how_sigils_work/
except for (A) of course, can’t speak for (B) and © though.
Test with the Sigil of Rage:
Quote
“The most extreme case of this is the Sigil of Rage with its 45 second cooldown – this means that for 45 seconds, no other sigil with a cooldown can proc, even if it’s on a different weapon set.”
Red Guard
(edited by Pannonica.5378)
Might as well write the bugs down on a piece of paper and then throw it away for all the good this thread is doing…
Way to disrespect what gkaare is working on here.
Red Guard
And this would be much harder, if some smart guy ordered nonesense upgrades to drain supplies before you take over.
You can’t distinguish between a smart guy and a spy draining supplies on purpose.
As a side note, a spy draining supplies only hurts their own group, capturing the keep (drained keep=no quick way of putting up defensive siege or upgrade), so that ‘strategy’ would be a bit short sighted, in my opinion.
Red Guard
Will try to squeeze that in between all the other underwater awesomeness!
Red Guard
Red Guard
Elixir Gun, Elixir X, Thrown Elixir S and B, Grenade Kit, and a bit of toughness.
Nuff said.
Don’t even use the harpoon…
Engi is the born combat swimmer!
I don’t get why we’re so good underwater really.
Nevermind, awesomeness fix incoming next piatch. ._.
Red Guard
(edited by Pannonica.5378)
Technically Golems could instantly kill a player – as it scaled with your power I had it doing more than a backstab if it crit, 2 in as quick a succession as they could be cast would kill nearly anyone but a tanky Warrior.
…and anyone who didn’t reflect them.
I, personally, only used them in The Quaggan Revolution (google video) run with siN. Fun item, and easy to counter in my opinion, but people don’t like to switch on their brains it seems.
They rather just stood there and swallowed it all.
Red Guard
Look at confusion as CC and just accept defeat if you are not able to run until it wears off.
There are enough troll builds in this game that can paint any class in a corner. But they are very one sided in themselves and if you don’t fight on their terms, they are useless.
That being said, I know how annoying confusion is and can understand peoples frustration, but there are many builds to hard counter your profession and you will meet them and die at some point or the other.
Don’t fight on their terms, consider retreat as a battle option and just move off to another place/map if you find your hard counter.
Red Guard
Is anything going to be done about this? It’s so easy for 1 person to drain 600++ supply from a keep by simply ordering hire services/crap upgrade that isn’t needed at the time.
We just got hire services and merchents hired at both our towers and garrison, moments before we got zerged by the enemy.
It’s quite pathetic really.
So you got zerged and beforehand one person was smart enough to quickly drain supplies in the keep, so that the enemy won’t be able to insta upgrade?
Red Guard
Kitten hiding in your link!
Red Guard
Thanks for pushing back updates instead of dropping half kittened patches on us.
Maybe this way you could squeeze fixes for the more glaring shortcomings of WvW in… but the March update better be good then! …no pressure. ^^
Looking forward to the February update to see what is left of the “expansion worth of content” though.
Red Guard
Sorry for the wall of text and thanks alot for the comments (keep them coming!) and cumpliments.
Yeah, really fun to watch fights and nice editing. Good choice of music too.
Also I had to quote because of the funny typo(?).
Keep it up!
Red Guard
I try to get hold of a person that has a quick SSD and not minding trying to get into WvW asap when next reset hits to count people spawning before queues take effect, to verify numbers.
This would take a bit of organizing, but I think is very possible. Even if it is near impossible to have people communicating q in effect to the person counting players spawning and running in WvW because of overflows and such, the player counting should see when people are not spawning anymore and stop counting.
We might be able to get an estimate on numbers that way…. because ANet doesn’t give official statements about this apparently.
But feel free to surprise us, ANet.
Red Guard
What other professions goes large target mode when they pop stability?
I like that I stay my original sizenow. If others don’t size up to indicate: “(Almost) Can’t touch me with CC” why should I?
I dislike not being able to fool around with character model sizes for fun or pull friendlies out of ascalon ghost form.
Red Guard
Happens all the time at my end, when people dc or log out in WvW when I’m grouped with them. Dot stays.
Need an official statement whether those zombie dots represent players still being counted towards the map limit, although they are in fact logged out/on character selection screen.
Red Guard
(edited by Pannonica.5378)
Again then (corrected stats):
Rabid and rampager gear: 0 vitality
Carrion accessoires: 240 vit
6x Chrysocola orbs: 84 vit
20 Skilled into Alchemy = 200 vit
2x pistols with +64 vit each = 128 vit
= 652 vit = 6520 hp
Base HP = 15082 hp
+ 6520 hp
= 21602 hp
Vitality consumable (+100 vit) =
22602 hp
Difference to actually visible hp is either a bug or Power of the Mists buff.
Red Guard
You guys are cracking me up. He obviously has SOME kind of vitality buff. That’s extremely high HP for an engineer and based on his gear he should have around 19k.
So I logged into gw2 on my engi today after a few months break and my first venture back out to wvw … 3 seconds later i was dead. Am i missing something or new gear that i am un aware off ? My engi is in full TA rabid exotics and rampager jewelry….
Nah, he could look at 22532 hp:
Rabid and rampager gear: 0 vitality
6x runes with +vit = 165 vit
Skilled into Alchemy = 300 vit
Lets say: 2x pistols with +90 vit each = 180 vit
= 645 vit = 6450 hp
Base HP = 15082 hp
+ 6450 hp
= 21532 hp
Vitality consumable (+100 vit) =
22532 hp
Nevertheless the 24k could be a bug.
I, personally, often had kind of weird HP displays after zoning/changing traits/swapping things around/being buffed/loosing buffs.
This being said, we could also be looking at a massive Power of the Mists buff of course. That would bring him closer to/above the 24k we are seeing in the screenshot.
Edit: Haha, seconds too late. ^^
Red Guard
Tonight Mr. Culling preferred to hide golems.
Very funny if you’re defending an EB keep a short distance in front of the main gate and can’t notice the golem hammering on the gate.
Red Guard
never happen. Nothing actually gets fixed in WvW.
agree…
Can’t tell if trolls or unobservant.
Reread all patch notes please.
Red Guard
In the good raid (such as RG melee-raid, obviously) your incoming conditions will be permacleanced.
If honestly, I think there is no place to an Engineer in the good raids…
Running roughly close to 1600 tough and roughly 1600 vit here.
Check my signature.
We don’t run bullkitten specs (i.e. not vit or no toughness).
Thanks for elaborating to me who is running what in my warband and what professions should (n’t) be in there… duh. Still love you of course.
Now back to the topic please.
Red Guard
I recommend finding a good balance between toughness and vitality.
You need to be able to buffer/absorb those conditions because they bypass your toughness.
I can’t support the notion that vitality means nothing in WvW.
Red Guard
So I logged into gw2 on my engi today after a few months break and my first venture back out to wvw … 3 seconds later i was dead. Am i missing something or new gear that i am un aware off ? My engi is in full TA rabid exotics and rampager jewelry….
I’m not 100% sure on your armor for WvW as I spend most of my time doing Tpvp, but I think you’re toughness and vitality is low.
His vitality is fine (24k+). His toughness seems a bit low.
Either go full rekitten mode and have no toughness and vit or spec reasonable and balance toughness and vitality out.
Red Guard
This build would be more awesome with Quaggan backpack… just saying.
Red Guard
Thank you for empiric data Casia. To be honest, I was anticipating your post, since I was sure you would have mined data before patch and can now compare that data to post patch data.
Now I wonder if you could do the same comparison for PvE, since there has been ‘word’ (i.e. rumor), the adjustments people wonder about have only been made to PvE/WvW content. No official source though.
Red Guard
(edited by Pannonica.5378)
I’d like to hear opinions/official statements on this as well.
Red Guard
Yep, you don’t get the weapons damage on top of the (adjusted) kit damage.
Many people have yet to feel the love of the ‘adjustment’, and are sceptical. This might or might not have to do with the fact, that you can’t compare before/after, except if you had a somewhat controlled test routine and environment before the patch and can reproduce the setting now, you can of course evaluate what/if/when.
In my opinion, people naturally are sceptical about stuff like buffs or their announcement in the patch notes, if it isn’t jumping in your face… this plus the fact that tooltips unfortunately can’t be trusted and also newly introduced bugs after fixes or buffs is more of a general rule (see fixes they pushed after the main patch).
Red Guard
(edited by Pannonica.5378)
I naturally assumed it would stay active and was surprised reading the sentence on the wiki, because we’re not holding a shield and (now) still getting the stats from it while holding a bundle and when we trait reinforced shield and not hold a shield we wouldn’t get the improved recharge rate and the toughness while holding a bundle? Seemed a bit off.
Also, I don’t know whether the sentence on the wiki is refering to an official statement explaining it works as intended this way, or if it is a comment hinting at a bug.
Additionally, I am playing on a german client and it says, and this is a rough translation back into english by yours truly, “…while equipping a shield” and my shield stays equipped, no matter if I hold a bundle or not. Shield is equipped in the shield slot.
How would a kit effect the shield skills cool down…
So you never used static shield/magnetic shield/magnetic inversion/throw shield and then swapped to a bundle, leaving the static shield/magnetic shield cooldown tick in the background, and then swap to shield again to use static shield/magnetic shield when the cooldown supposedly is over? Do you think the improved cooldown should be enabled or disabled when you swap into a bundle while the ability was used beforehand? I mean, since we’re not holding the shield anymore. <_<
For the fun of it, I expect it keeps the improved recharge rate while holding a bundle, so it is not working correctly, because by definition we are not holding the shield anymore (and toughness isn’t being applied either (I assume)).
Red Guard
(edited by Pannonica.5378)
I can post pics of my Flamethrower between all the misses i still do max 1500 – 1700 on a crit.. damage exactly what i did before the patch, and yes when i equip a kit my stats DROP around 250…
My elixir gun does a pitiful 350 -400 on a crit..
the patch note state it goes to the weapon stats which isn’t the case at all…
Actually if very factually is the case. Your just plain wrong. You get the weapons stats. You do not get the weapons damage . As we have stated repeatedly throughout the thread.
Well, his attack stat shouldn’t drop, since this:
“Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.”
Except he is testing in the Mists, or did I read that wrong?
Red Guard
I can post pics of my Flamethrower between all the misses i still do max 1500 – 1700 on a crit.. damage exactly what i did before the patch, and yes when i equip a kit my stats DROP around 250…
My elixir gun does a pitiful 350 -400 on a crit..
the patch note state it goes to the weapon stats which isn’t the case at all…
Are you testing this in the Mists?
Red Guard
Furthermore:
Is Reinforced Shield really meant not to work while holding a bundle?
http://wiki.guildwars2.com/wiki/Reinforced_Shield
“This trait does not stay active when you equip a kit.”
And if it isn’t, at least do shield abilities still recharge 20% faster while holding a bundle?
I can somehow understand loosing the toughness (well…. not really actually since last patch, but… meh), but loosing the better recharge rate would be silly.
Red Guard
I can’t test this in game at the moment, but something might be going on with Super Elixir:
https://forum-en.gw2archive.eu/forum/professions/engineer/Super-Elixir-Issue
Red Guard
Please post this in the bug sticky:
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1
Red Guard
Can’t confirm ingame behaviour atm.
But this is from the Wiki:
"
Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 380
Pulse heal: 140
Duration: 10 s
Radius: 240
Combo Field: Light
Range: 900
"
Also: GW2 tooltips are like the Laurel from Laurel and Hardy.
Reely funnie.
Red Guard
(edited by Pannonica.5378)