Red Guard
Red Guard
I see this happening on purpose in big LoS obstructed fights in the Battle of the Titans (i.e. VZ vs Deso vs BT) very often. Especially against the big Deso guild.
Got an amazing position to strategically place siege against a tower? Not long before a naked player runs up to a spot which overlooks the close area and dies there to scout.
Clever use of an ingame mechanic (no compliment intended).
Red Guard
Nooo!
Deso and Viz thiefs keep the camp camping up!
It’s a great farm, when every Tom, Dick and Harry come to aid you in capping the camp.
… at least for RG.
Seriously though: Good fights to be had, big action, schlossendeep in heavy clungepakets.
Kudos to Viz and Deso!
Red Guard
Was a good opener to be honest. Looking for an even bigger Schloss Tickler tommorow.
Dem Schlossen need to be tickled!
Red Guard
Red Guard
I just hope for no nerfs, since I think I just clicked into a satisfying build.
Those smiles you mentioned, Varqov, I hope they are not only on faces from those that encountered good engis on the virtual battlefields. *already qqing before patch is applied, I know ._.
I predict “changed engineer tooltips to reflect what they actually do, not what they were supposed to do.”
Upvoted!
Red Guard
Some big and clungy Scholssentime as of 00:00 tonight coming up! RrrriiingDingDing! 4,7,3, Schlossen, Achtung s’il vous plaît! Focus! Attention, donc!
*catmode off
RG and the whole server is looking forward to the action! =D
Leave those turtles at home, pl0x.
Red Guard
Red Guard
Orr karma armor sets doesn’t mean you have to PvE. Just visit the vendors when the are up (=events done by other persons). You need the karma though (WvWvW).
Red Guard
Why isnt grenades the 1 key.. on autoattack and targeted? Give the class abreak.. Do you SEE what the other classes weapons can do ANET?
Because it would miss all of the time due to grenade travel time, since people are/should be moving (talking WvW here), or are you saying you want the grenades to hit people instantly, autoattacked, targeted, AoE and over range? oO
That would be imbalanced (imho).It already does it while underwater though? What’s the difference there?
The difference is, that under water targets have no reference point in terms of a surface they are standing on. Imagine hitting a target floating in space with a ground targeted attack. Impossible… you need to have auto-target there, because you have no ground.
Red Guard
Why isnt grenades the 1 key.. on autoattack and targeted? Give the class abreak.. Do you SEE what the other classes weapons can do ANET?
Because it would miss all of the time due to grenade travel time, since people are/should be moving (talking WvW here), or are you saying you want the grenades to hit people instantly, autoattacked, targeted, AoE and over range? oO
That would be imbalanced (imho).
Red Guard
Not sure if it is a bug (while definitely being annoying).
http://wiki.guildwars2.com/wiki/Healing_Turret
Quote: "This turret’s overcharge ability Cleansing Burst applies when the turret next fires, not instantly. "
What really puzzles me though is that the tooltip of the healing turret reflects Regeneration ticks correctly, but the turret doesn’t apply it.
Quoting from the German forum:
“Regeneration has a base healing of 130. Plus 12,5 healing on top per 100 healing power.
Regenerating mist works, but the turret never exceeds 130 healing/tick – no matter how high my healing power is.
Whats even more strange, is that the tooltip shows the correct values:
Healing power 0:
— Tooltip: 8s Regeneration: 1040 Healing
— actual healing ticks: 130 Heal (in 8s = 1040 Heal) – correct
Healing power 1223:
— Tooltip: 8s Regeneration: 2263 Healing
— actual healing ticks: 130 Heal (in 8s = 1040 Heal) – false"
Be aware I can’t verify this at the moment. Also it could be either the tooltip or the implementation that is wrong.
Moreover this is off topic. Sorry.
Red Guard
Its GARBAGE without abusing the coated bullet x2 max range bug. It is a bug, and its the only thing that does make it viable.
What bug are you referring to?
Red Guard
I don’t know why anyone would recommend +cond damage for elixir gun..
What is there not to understand? 3/5 abilities apply conditions.
You mean 2/5 abilities apply conditions, not 3/5.
O do you mean the crippling from EG2?
That doesn’t scale with condition damage. ._.
And Fumigate honestly scales so badly with condition damage, its better to swap to another AoE; and the remove condition part is so random.
Though I like to Fumigate on an area where a thief supposedly is hidden, but thats just me running without grenades and totally situational.
To apply 5 stacks of anything with Fumigate, you’d have to hit with all 5 ticks, which is seldom the case in a dynamic fight.. at least in my experience in WvW.
Red Guard
(edited by Pannonica.5378)
Yep.
Gief link, coglin.
Until the I assume the 12k crit with rifle 1 has been done with 3 orbs, fully food buffed in full zerkers with maximum might stacks, against a level 1 upscaled naked target.
And even then I don’t see it happening really.
… but I’d be glad to be corrected by a video proof. ^^
Red Guard
I guess that is exactly what he is saying.
I can confirm that the healing turret takes long (too long) until it cleanses.
Red Guard
Use terrain if possible to LoS them towards you.
Red Guard
It actually scales really well. and of course tons of utility.
People focus so much on +cond, they overlook how much eg2 and eg 4 scale at.
Even eg1 is good.
All the calculations in your post are about the scaling of EG with power, correct?
Red Guard
I just hope the removal of the orbs doesn’t encourage clumping even more….
Red Guard
Thanks for that!
Red Guard
I know the topic is bleed duration, but how would this play out in respect to burn duration in a pistol/shield 10/30/0/10/20 build?
2x Rune of Nightmare: 4% condition duration, 28 Cond dmg
2x Rune of Lyssa: 10% condition duration, 25 precision
2x Rune of Lich: 4% condition duration, 25 vitality
10 points in Explosives: 10% condition duration
20 points in Firearms Napalm Sepcialist: 20% burn duration
Veggie Pizza: 40% condition duration
2x Sigil of smoldering: 20% burn duration
68% condition duration
108% burn duration
Or doesnt it make sense trying to maximise duration of a condition that ‘only’ procs 33% of all crits?
Anyone care to crunch some numbers?
How much precision would one need to make this worthwhile?
Thanks!
Red Guard
(edited by Pannonica.5378)
Thanks guys.
This raises the question whether Incendiary Powder is ‘worth it’.
I went for a P/S build with high crit chance to get many IP procs, thinking about Napalm Specialist and trying to maximise burn uptime.
There was a thread somewhere, if I remember correctly, about the burn length increase percentage needed to make burn worth your while…
Red Guard
I understand why you’ll remove them, but on the other hand I’m sad to see one thing that is different from your every day capturing, zerging and sieging taken out of WvW.
It was fun trying to get the orb, attacking zergs that were transporting it, focusing a keep where an orb was installed and everything around this mechanic.
It could be better without the orbs, yes. But try to implement some things that make WvW more variable.
Glad you look at WvW though.
Red Guard
Right. Thanks for clearing that up. I had confusion on me.
Red Guard
Thanks.
What the cooldown on the sigils by the way?
Edit: Hold on, if the first sigil fails… then its the first sigil for the next shot again, isn’t it?
So it doesn’t make sense to have two sigils of earth. The second sigil would be rendered useless (if they share one CD).
It doesn’t raise your chance to bleed for every shot, because if one shot doesn’t trigger sigil A, the next shot could… or is there some hidden CD in effect, that triggers when a sigil ‘fails’ as well? I’m puzzled… I thought there is effectively NO cooldown for a sigil ‘failing’, so basically a sigil can’t ‘fail’ the chance for the effect of the sigil is rolled each time you shoot, isn’t it?
Red Guard
(edited by Pannonica.5378)
Does anyone know whether Incendiary Powder has a hidden cooldown?
And if so, could you please link a source for this information?
Thanks
Red Guard
bhansen, do you have a source that says the AoE of sigil of fire scales with AP? I’ve been running your config as well, but wasn’t so sure.
Netsu, that would mean two sigils of earth wouldn’t make sense either right?
Red Guard
Quaggans lightning strikes can destroy the altar as well.
I don’t know if this is intended or not, but be sure to turn them over to your side.
Cheers,
Pannonica
Red Guard
Edit: Just saw that this has been said… oh well… move along then.
Red Guard
My proposal of a dynamic AoE target cap in relation to how many people are how close to each other is still valid. If Anet can balance health and possibly other stats (or is it outgoing damage from players?) of Bosses according to how many players are present dynamically, I see no technical hurdle to dynamically raise AoE target cap to punish extreme stacking.
By the way, as somebody on another forum put it:
" One (portal bombing) is a clever use of an in-game mechanic by design, the other (clumping) is a “clever” use of an in-game limitation."
Neither is an exploit in my opinion. It just shows some peoples opinion about the game and moreover their attitude about the competitive gameplay of direct one on one/group versus group, or when doing the clump, the lack thereof.
Another video of what happens when a full blown clump (40+ according to their commander) meets 11 enemies (us). What happens is a clear sign of a lacklustre and uninspired (or helpless, I don’t know) gameplay on the side of the clump (including siege) until we doubled back and find half of them went somewhere else, so we went in.
I can’t imagine Anet wants their player to play like the clump (and have fun); but that may be lack of imagination on my part.
http://www.own3d.tv/Pryda/video/849925
I am aware not everyone fancies direct confrontation as much as our guild does. We usually seek it and avoid ‘sitting’ in a keep or tower, but we do that as well if the need arises.
Essentially, in my opinion, you play the game with other people (including the enemies) and clumping shows some people clearly don’t want to play with other people and it keeps me wondering why they are even bothering with wvw.
Regards,
Pannonica
Red Guard, Piken
Red Guard
Yes, anyone with half a brain should realize real life comparisons are silly in this regard.
The solution to AoE mitigating clumps, throwing things off balance, is a simple one in my opinion.
Since removing the AoE cap could be as game breaking as leaving it in (at least against clumping zergs), maybe a percentage AoE cap (as in dynamic AoE cap) in relation to the space a number X of targets occupy would solve some issues.
What this would mean is, the more people are close to the same spot the more
targets AoEs hit (never 100% of the targets present, but also not only a fixed number of 5). This would take potential bottle neck issues into consideration, since people usually dont run through a bottle neck on the same spot at the same time, but would give AoE damage abilities back effectiveness against loads of targets on the same spot, i.e. against an AoE mitigation clump.
Thanks,
Pannonica, Engineer
Red Guard, Piken Square
Red Guard
(edited by Pannonica.5378)
Oh… runes are: 5x Superior Rune of the Soldier, 1x Superior Rune of the Lich
Sigils: 2x Superior Sigil of life
Trinkets: Cleric items
Bufffood: Omnomberry Cookie
Red Guard
(edited by Pannonica.5378)
There is one build for sPvP… the bunker build.
For example like this:
http://www.gw2build.com/builds/simulator.php#1.4.6.0.19.0.32.0.11.0.80.96.94.87.102.6.6.12.0.0.0.0.0.0.256.261.266.276.279.282.289.0.0.0.0.30.30.10
In case the link breaks… heres it in a tiny version:
http://tiny.cc/y96omw
I usually run this to annoy roamers in WvW. They really have to focus you with a few players (depending on what you equip as trinkets) to get you down or just go away once the popped their amazing dps cds. You can follow them and put debuffs on them until you meet up with fellow players to down them. Its really fun! If you have half a brain and focus on healing yourself while putting weakness on your opponent, no class is going to down you 1v1… at least I have yet to encounter one.
But don’t expect to cause wild damage though. ^^
Red Guard
(edited by Pannonica.5378)
Usually 3 orbs and superior numbers is sufficient. Skill… not so much (and I’m speaking generally, not trying to dis the Millers).
Oh… add to this AoE damage mitigation clumping and its lolwin.
Red Guard
In terms of WvW, this is my 2 cents (TL;DR at the end of this post):
The thing about the versatility from the engineer is also, that you almost never have the utilities you need in a certain situations equipped. Granted, we have everything (most of it kind of random in its effect to be honest), but we have to decide to put certain stuff in our button bar and leave certain stuff out.
There have been numerous situations in which I thought “If only I had ability/kit/tool/whatever X set-up before I went into this fight plus a completely different spec”.
We can counter a lot, but only if we anticipated what (class/spec) will be coming towards you (impossibru).
This basically means we have to respec according to whom we’re running with.
Is it your regular zerg, a group of 5, or roaming alone? All lead to different specs and button bar configurations.
You’re running with the regular zerg (and the according spec) and have to run supplies on your own and meet an enemy player (1v1), I’m usually dead, no matter the class (except hes a bad player and/or upscaled to 80).
You’re running a tanky spec roaming alone with all sorts of escape mechanics and then meet up with a small group you suddenly realise you can’t kill stuff. Porting back to warcamp, respeccing and organizing button bar changing gear…. then you go back to your group and on your way being jumped by one enemy player and you’re dead again, wishing you didn’t respec.
If you have the right spec and button bar configuration for the right situation everything is fine though. Of course lower damage compared to other dps classes… but its fun to play the engineer and you feel like you can contribute or at least stand your ground and don’t be a burden on your group.
The most fun I had with the engineer up to today is with:
- pushing people that hide inside keeps/towers off cliffs with shield or rifle
- being super tanky (but doing neglectable damage) and outliving/following dps classes (especially when you feel, they just burned all their amazing cooldowns and don’t know what to do anymore). Most of the time they decide to get away and I just follow them and slow/weaken all the time for minutes and keep them from achieving their goal. This is 1v1 or 2v1 of course.
- seeing splash damage you put out into a huge blob (very situational though) in a pistol spec.
- elixier gunning fumigate through gates (probably getting fixed sometime), and dropping an acid bomb
- throwing grenades off of walls as a keep defender in condition specc and see many condition numbers pop up (this is a pain though, because of clipping line of sight on walls and survivability)
- making great escapes by using elixir guns acid bomb while being invisible/stealthed. Those great escapes usually only last a small amount of time due to the amazing mobility many other professions have
- using LoS, like running around rocks/stairs/walls, running up them and jumping down on the other side in a half condition damage half tanky build to annoy enemy players, while doing damage (this is something other classes can do as well, I figure).
Most of the time I feel too squishy or too weak on the dps side though and hope I never meet other players in 1v1 without LoS blocking objects I can run around, because I’d definitely be in the wrong spec when I meet them and/or have the wrong utilities/kits/tools on my button bar.
Don’t get me wrong…. I do not have an alt and play exclusively on my engi and have loads of hours /played, nor do I consider me to be a bad player (but maybe I am, who knows). Also I dont want to qq. After hundreds of hours played, I got the impression the engineer is kind of random in every respect, though.
All the videos you find about how awesome an engineer against 1 or 2 enemies is, and how much damage you can put out, usually show upscaled and/or bad enemy players and luck on the engineers side.
Since I do not know how playing other classes in WvW feels, I can’t tell if its different at their end. Maybe its the same (situational/random feeling) for them…
I heard +healing would be scaling very good with engineers skills and bought all neccessary gear and specced accordingly, but I didn’t feel I could contribute enough, because I couldn’t really see the result, except some healing numbers from Super Elixir from my Elixir Gun ability. Maybe we should see the healing effect from the waterfield/blast combo in numbers as well.
The ability to defend a point in sPvP in the according spec is almost silly though.
TL;RD: We engineers have loads of abilities, yes, but its all very situational and you most likely have the wrong spec/button bar config/gear for any given situation. This assessment on my end is biased towards WvW.
Carpet bombing with grenades. no one else can lay down the constant aoe damage engineers can.
Yeah, hard to aim and hit people with and easy to avoid (in a WvW setting that is)
Red Guard
Thanks for the update. Good to know you’re looking at things.
I know this isn’t a request thread… but think about adjusting things to disable the so called turtle or clump metastrategy (to make use of the games hard coded AoE damage mitigation) I see used by large raids (40+), since this disables the game in term of pvp in wvw as it is intended to be played in my opinion.
Thanks!
Red Guard
I just learned about the term nightcapping. That doesn’t bother me really, but if you put a French server in a timezone where loads of people will play from another timezone, how can you match EU servers? If there must be a term applied to it, it could be all around the clock capping, because there is a maximum of players from french speaking countries at all times.
What alternative do you have as a Canadian, speaking french? You can’t play on an american server, if you want to speak french, so you got to choose an EU server where nothing is happening during Canadian peak times after you conquer all.
So I still think a US, or let me say, North American (FR) server would be cool.
Red Guard
(edited by Pannonica.5378)
I noticed that there are no (FR) US servers.
This kind of distorts EU rankings because Canadians are playing on (FR) EU servers.
What this means is the EU FR servers are extremely high populated and have maximum players in wvw during all times.
This leads to boredom on every side: the EU FR servers own everything in wvw quickly and are bored after that, because there is nothing to do in the game really.
The opposing EU servers are bored because they have no chance in accomplishing anything in wvw.
This should in no way be complaining. Just pointing out that it can’t be in arenas intention, that players log out because they feel the only way to compete against opposing servers is to bore them to death and making them go to sleep by not trying to retake anything in wvw (making them log out doesn’t really work, because Canadians are awake when French people are asleep and the other way around).
In the long run this will kill the game, in my opinion.
Again: not complaining. I had fun defending the very last keep in EB to complete enemy wvw domination for hours with a handful of people and seeing the opposing server pulling every dirty trick out of their behind to get this last keep (this did only work because keep was fully stocked on supplies).
But we decided to not do this again, because there is no sense in doing this repeatedly, because the lols wear off quickly and by doing this, we only keep the other server ‘motivated’ instead of leaving the wvw or complaining to arena that wvw matches make no sense against low populated servers.
Red Guard
(edited by Pannonica.5378)
Thanks for clearing that up for me.
Red Guard
Thanks Pokey.
Could I have an official source for this please?
Red Guard
I skilled into Grenadier and it seems Grenade Barrage is unaffected by it in terms of range.
When ever I try to throw Grenade Barrage to max range after throwing other grenades to that exact point, it says ‘out of range’ and I have to move the mouse closer to me.
Can someone confirm this?
Is this working as intended?
Thanks.
Red Guard
And possibly more people convert gems into gold to hit the TP, which in turn results in bumping up the monetary gain for our beloved software company.
Smart move.
Red Guard
Changes to professions can potentially swing the game around (in sPVP) if you don’t know whats going on.
If they are really ‘keeping it quiet’ then its a shame.
As if people can do something about fixes or nerfs (but complain and I can’t see why that would be bad for the game. Nerfs going on all the time in every game and it doesn’t ruin the games).
Red Guard
I’m unsure where to post this. My apologies if this is creating noise.
I appreciate the game status updates, but is there another web page with a detailed list of what you fixed in each update?
In particular, I’m interested in what bug fixes are done in terms of changes/fixes of professions.
It is hard to catch ‘small’ but important changes right away (for example the recent Juggernaut change to the engineer), and if you change other classes which I don’t play, there is no way for me to know right away.
Why this is important: If I wouldn’t be an engineer, I must know stability is gone in connection with Juggernaut when I face engineers in sPVP.
Thanks.
Red Guard
I don’t like crossposting, but in case you don’t check the other thread regularly, I’m posting this here as well:
- Med Kit on 6 while out of water and Elixir H on 6 underwater.
If you use Elixir H underwater, triggering its cooldown, and get out of water, you now have the cooldown of Elixir H on your Med Kit and can’t equip it.
(- Sigils on the Rifle don’t work for me also.
- Rifle stats are ignored when a kit is equipped.)
The last two are known, just posting them to confirm that they’re not working for me too.
Edit: I just read the juggernaut ‘fix’. Loosing stability is really unfortunate…. there is no other way for us to gain it, I think…. but what can we do?
Edit2: Doh, Elixir S gives stability. My bad…
Red Guard
(edited by Pannonica.5378)
- Med Kit on 6 while out of water and Elixir H on 6 underwater.
If you use Elixir H underwater, triggering its cooldown, and get out of water, you now have the cooldown of Elixir H on your Med Kit and can’t equip it.
- Sigils on the Rifle don’t work for me also.
- Rifle stats are ignored when a kit is equipped.
Red Guard
(edited by Pannonica.5378)