Showing Posts For Phuriocity.9218:
On Tarnished Coast, the barrier is down, the pillar is unattackable, and the console isn’t functioning.
Been like this for about 2 hours at least.
This is in Bloodtide Coast. Heart: “Help the Priory put ghost pirates to rest.”
The Karma merchant is stuck in a rock, leaving him unable to be talked to.
There are also tons upon tons of healing turrets all over the area.
This is on the Tarnished Coast server.
This is just weak build with no survivability or damage.
You need either bomb kit or grenade kit do deal damage.Besides, static discharge works poorly with elixir toolbelt skills.
You don’t NEED grenade or bomb kit to do decent damage.
Otherwise, yeah, this build just isn’t quite on point. If you’re using all Elixirs, you should really go for HGH or at least Formula 409.
Rifle isn’t good enough to rely on as your sole damage method.
i.e. ^this is an insanely crappy build for anything other than fighting bosses in pve.
I’ve found that grenades are FAIRLY effective in sPvP everywhere except the middle of Foefire. All the points are small enough that if your enemy wants to stay on it, they’re eating grenades.
I love all the people in here going crazy about your proposed static discharge change.
His list is an attempt to streamline traits and open more viable build paths. As it stands now, if you’re using a rifle, you’re using an SD build, with very very few exceptions. Giving SD a 5sec internal CD wouldn’t even seriously hinder it. I’d say more of a 3sec CD though, 5 is a little long and would negate the idea of using Suprise Shot for an SD build, since at 5sec internal CD 4 20sec toolbelt skills would be able to keep it going consistently.
I love your proposed Scope change. It would essentially turn Overcharged Shot into Killshot, which should have been an Engi move in the first place as far as I’m concerned.
3k including Weapon Power.
2k if you’re talking just the baseline Power stat.
Oh, so 3k attack. Gotcha.
I use the 10/30/0/0/30 build discharge. Last night was one of my best days. I skip goggles because of the toolbelt CD and lack of damage from the initial toolbelt skill (discharge will hit though).
I used medkit, tool kit, rifle turret, ram. Those do the most damage, shortest CDs, ranged and specced rigth will make toolkit/ram/rifle (if you choose) to stack some serious cripple.
Personally I go with the 33% to proc fire , more or less keeps single target burning 50% of time in a realitve short burst rotation. I use the 20% reduced rifle CDs, 10% improved rifle dmg, and 50% chance to cause a vulnerability. I use the 50% vs the 5 stacks for 8 secs on net because you will see quickly this build can attack several ppl at once provided you line up shots or they group.
In tools or whatever is last set or traits I take the static discharge, swiftness on kit equip, and throw wrench improvment trait.It really helped me to learn to use toolkit effectively… and I am still learning. Skills 2,3,4,5 are all very useful. Skip 1.
I have been using sigil of force and scholar runes. When you get the jump on someone full scholar and full endurance, that should be 20% increased damage which I am hoping stacks anyway. I did manage a 7k jump shot last night on land which is actually new for me in spvp.
I like that in a short burst you can control a target very well. Net them, burst to avoid them evading your damage while you can. Then knock them down and jump shot if you want. Pull with shield and prybar, then knock with ram. Toolbelt will be almost up again to use.
important note rifle shot on toolbelt is off GCD which means you can use it when you are down. I noted this because I have managed to kill several people (to downstate at least) while on the ground after overcharged shot. Which also gets it off cooldown all the quicker. Do NOT wait to hit this button. Its the only reason to keep turret on your skill bar.
You are glass, but against single target you can handle most anything except fear bombs from necros (unblockable I believe) and a really good trap specced hunter (also unblockable). This build isn’t always viable. Its great in PUG spvp because there is not so much organization. In tourney I would worry a bit. I probably only average on play ability but I find this very useful to use, just don’t blow your … well let’s say CDs… on evades.
I did this same thing…
…but it leaves you with absolutely no stun-breakers.
In a build that’s already a glass cannon, I really don’t think you can get away with running around without one. At least, I always have a terrible experience without one.
You pointed out something true , my build is probably better fit for tournaments , as I said it is a matter of playstyle . I’ll stream a few games later on tonight , stay tuned! ;P
And Tyvm for your comments, im new to streaming so I’ll try to improve .
Just wanted to say that you shouldn’t really be playing in Tournaments as an Eng without some more downed state control than you have. I haven’t watched the stream, but I have a feeling you’re running an HGH Elixirs/Conditions build, which is the same build I ran for the first month of launch.
Is there any way you could list out which traits you took here? I’d also recommend considering taking a rabid amulet over rampagers – it significantly increases your survivability. And lastly, DoTs tick on every second of the bleed, so you can’t get any benefit from condition duration on your basic attack without a whopping 50% bleed duration increase, so it’s generally better to go all-out on damage or add a little survivability runes-wise.
How are you getting power this high in sPvP?
I’d rather have a more long ranged weapon specialization, the rifle we got now feels like a shotgun with a long barrel.
I got the same feel, rolled an engi to be a sniper, ended up being going rifle warrior (feels like a trench soldier, love it so far)
However, as for a melee weapon, i would feel a 2h or 1h mace would be best as a nice whack from a sledge can fix many a problem.
Honestly i wish they would just remove weapon restrictions entirely.
There’s no way for them to do this.
Unless they made a skill set for EVERY profession for EVERY weapon.
Or redesigned the entire skill system.
Sounds crazy but no matter how good you are as a thief you just don’t get respect.
Okay, okay, I can understand this. When I play on my Thief or Mesmer, people will QQ at me sometimes, but never give me kudos. At LEAST once a play-period on my Engi I’ll get someone commending me on a job well done. It does feel a bit more fulfilling.
I’ve also been pretty much dead-set on playing Engineer since…. March. So I always will.
BECAUSE ENGINEERS ARE THE BEST SON!
#engiswag
In what world? Certainly not Tyria.
Don’t get my wrong, I LOVE my Engineer. It will always be my best and favorite class.
But saying you regret having a Thief and would rather switch to an Engi with the game in its current state is just ludicrous. o_o
That’s why I usually just bring as many condo removals as possible. The randomness is absolutely terrible, but tbh I’m not sure how you could change the current system haha
A very complicated priority system which takes into account severity of condition + duration of condition + maximum potential damage of condition.
Definitely more work than Anet wants to put into it judging from how things have been going.
If I knew what I know now and I could restart I’d probably either go engineer
If I might ask… Why on earth?
Meaning if I have 3 conditions and use a skill that removes 1, is there ANY sort of priority system or is it completely random?
I ask because I just watched my Engineer’s Drop Antidote cure a blind with 2 seconds left over poison with about 30 seconds left…
So many things wrong with this build where do I start…
30 pts into Explosive without any bomb/Grenade/mine… why
Using Pistols without taking Coated Bullets…
Judging by how many Elixirs you have I’m not sure why you didnt go down the Alchemy tree.
If your going to go condition build you might want to look into Might stacking. This goes nicely with all the Elixirs you are using. So go 30 pts into Alchemy. Alchemy tree is one of out strongest trees.
No need for precise sights in a condition build. Vulnerability stacking only effects direct damage. You might want to pick up flamethrower as burn is the strongest condition and that kit has 3 ways to apply it. Also stacks might while your holding it with the 30 pts into Firearms tree which also give you condition damage… Also you get Precision to increase ur chance of procing more conditions.
Why are u running Rune of the eagle on a condtion damage build. Utility Googles arent useful for condition build either. Especially since you have Elixir B already.
I like how you denounce using pistols without Coated Bullets, then in the same post recommend he take Juggernaut over it.
But besides that, overall, I really have to agree with the above poster. If Vulnerability applied to condition damage your build would be a lot better. I have a feeling you were looking at the stats given by the Explosives line (Condition Damage in particular) when choosing your traits, and generally it’s a better idea to go for the traits themselves, considering the stats the trait points bring more of a side-bonus.
Yes, Engineers can be played effectively, but it takes a lot more to do a bit less than most other classes.
As an example of one of the most simple and effective Engi builds that’s a long the lines of yours, take a look at this:
Your heal, all your utilities, and all your toolbelts stack Might. You have ~75% of applying a condition (bleed or burn) on every crit (which you have 50%+20% from Elixir B Fury), plus your conditions on every weapon attack. The Hair Trigger (Firearms VI) trait is currently bugged reducing it’s effectiveness, otherwise it’d be a no-brainer. (It’s a good idea to check out this post for bugged Engineer abilities: https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1/page/3#post1097588) You have 2 stunbreakers, almost constant Vigor uptime, 2 ways to secure stomps, and a rezzing ability.
An option with this build for superior Might stacking capability is switching Elixir H for Medkit and switching the Sigil of Minor Corruption for a Sigil of Superior Battle, which works with kit swapping. If you do this, you CAN take out the 33% chance of burn from Explosives and switch it for Speedy Kits in the Tools line, sacrificing some offensive ability for guaranteed perma-swiftness, though many people consider Speedy Kits and Infused Precision in the same build overkill.
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It would be awesome if the trait made every drop kind of a small bomb with maybe a small 180 radius AoE to spread its effect to everyone inside it
Now that would make the medikit actually feels medical
“Medkit skills can be thrown and activate in a small area-of-effect upon landing.”
I would be so happy. I feel like it’s a little too close to direct healing for Anet’s design philosophy though…
So today in sPvP I had some SERIOUS tab-targetting issues.
If I hit tab, and there’s a pet or turret anywhere in my field of view, it picks that target, 100% of the time. I stood beside a point dropping target and hitting tab again just to be sure, and every single time it picked a pet or turret. Every single time. It did the same with auto-target.
Beyond that, once it picked the first target, it locked to it and wouldn’t let me tab-target anymore. I’d have to completely drop target and hope it picked the right one on my first click of tab (which it wouldn’t because it would pick a pet.) I couldn’t find a “sticky targeting” option, so I have no idea why it might not let me cycle targets with tab. I have tried this with both “Nearest Enemy” AND “Next Enemy” bound to Tab. These two options seem to have the exact same functionality.
I stopped playing in September and just came back last week, and I don’t remember having issues of this magnitude back then. I’ve been reduced to manually clicking every single target I wish to attack, which is very difficult in such a dynamic game.
Also, please fix the very, very basic trait bugs that plague the Engineer and Necro classes. I can’t even use have the traits of my Engi because they don’t work as intended. Just a side-plea.
It’s pretty ridiculous how bugged this single trait is.
may I refer you to this thread: https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1
its pretty ridiculous how most of our traits are bugged. It’s a very long read but if your serious about playin Engi its a must read just to make an effective build.
Wow…
I knew a lot of these, but some of these are ridiculous. I gotta be honest, but this combined with all the tab-targetting and people teleporting if I knock them off ledges and other small bugs make this possibly the buggiest game overall I’ve ever played.
Except Assassin’s 3. But that’s a whole different story.
It’s pretty ridiculous how bugged this single trait is.
Apparently this is an Engi skill according to the Wiki.
It doesn’t appear to be quite such a hard-hitting spell.
I was pretty cannon-y at the time, so I expect to take heavy hits, but is this normal?
When you fire a ground-cast AoE with Static Discharge, it fires at the center of the AoE. So if you drop the AoE at your feet, the bolt fires at your feet.
So I went and played around with this on Golems, because I didn’t like the sound of this, and I discovered the reality of it is even worse.
The Discharge doesn’t actually go to the center of the AoE. It’s hard to explain exactly how it works, but it essentially registers the location it SHOULD go relative to the position of your character when you cast the toolbelt skill. By this I mean if you throw your elixir 500 yards straight ahead, the Discharge will travel 500 yards straight ahead. HOWEVER. Because there is a delay between the skill activation and the Discharge, if you move AT ALL between the cast and the Discharge, the Discharge won’t be hitting where you threw the elixir, but a location relative to how you moved. So if you throw your elixir while strafing to the right, the discharge will hit the ground to the right of your thrown elixir equal to how far you moved. If you roll, it will go further.
I know that’s an unnecessarily complicated description, so basically, you can sum it up by saying the Discharge actually travels relative to you, not relative to the skill you use.
I really don’t like the way this works. It makes elixirs outright worthless with Static Discharge. Every elixir you have in a Discharge build is a waste of a proc. Even if you take the “elixirs deal damage when they land” trait and use your elixirs offensively, you will still miss 80% of the static discharges on mobile targets because of how the Discharge travels relative to targeted AoE spells.
Just noticed that when throwing elixirs at my feet for the buffs in a build with static discharge, the lightning bolt goes straight at the ground as opposed to hitting anything I might have targeted or in range.
Is this working as intended? It’s rather frustrating.
The amount of times ive been knocked over/interrupted when trying to shroudstomp or just DS4 made me apreciate this trait very much.
Shroudstomp?
How does this work?
I can’t stomp in shroud, and if I shroud mid-stomp it cancels.
My gf has a necro and it works just fine. Has almost infinite health a 99% survival rate, can tank, support and does a lot of damage. We played in every dungeon and spent a lot of time in wvw.
Also, pets/minions are not a class mechanic for Necromancers, it’s just one of the possible utility sets they can use. As a Guardian focuses on buffs, a necro should focus on health (increasing your armor) and death shroud (I suggest a minion and some minion traits however).
You’re probably playing wrong or using a bad build. To me necro is just fine.
That’s the build my gf is using at the moment: http://gw2skills.net/editor/?fQEQNBmQDbESrWvYTajhPRI94Z/qZQKcvuoU4O2B;TEAzKA
It focuses on armor and death shroud, while still having a minion+reanimator+mark of horror. has reasonable healing power and amount of conditions. Works great in wvw and pve.It’s kinda impressive thanks to the area of the marks, expecially in wvw attacking and defending a castle.
Personal experience of success with a class doesn’t change the fact that there are baseline bugs with it.
Yes, Necro can perform well. But it could perform a lot better, a lot easier, if all the things wrong with it were fixed.
Yessir. Except mine can go as long as 20sec, and will result in a dc after longer spikes.
No ping or fps change during spikes.
So I just made my first necro, and after playing around with a couple different specs in sPvP, I’ve come here with a question.
What is the point of the Soul Reaping XI (Foot in the Grave) trait? It gives 3 seconds of stability upon entering Death Shroud. I don’t see what this is particularly useful for, outside of possibly getting away from Hundred Blades warriors. Why not just make it break stuns? It’s not like it’s long enough to stomp or rez with.
Update since I now can’t play the game, it has progressively gotten worse over the course of the day (actually the past hour). Guaranteed at least once every minute I will freeze up for at least 5-10 seconds.
This happens much more often in sPvP.
I am currently playing LoL with absolutely 0 lag-related issues.
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So I started playing with headstart, quit a month later, and just came back a couple days ago.
I’ve discovered upon coming back I have serious issues with really, really weird “lag spikes” that cause everything except movement to become unresponsive, and show people characteristically running in place. I use quotations because they aren’t actually “lag spikes,” nothing happens to my ping or my fps. They last anywhere from a second or so to 20 seconds, with a disconnect sure to follow the long ones.
Is anyone else having this kind of problem? I don’t THINK it’s on my side, considering I can play LoL, WoW, and Rift all with literally 0 issues whatsoever.
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What’s there to be confused about? It’s all pretty simple…
In sPvP, gear doesn’t have stats so that no one has a base advantage over anyone else.
You choose your traits, runes, sigils, and amulet for stats, which everyone has equal access to at all times.
If everyone looked the same, it’d get boring, so there’s essentially tons of armor “skins.”
Pvp armor doesn’t have stats. It’s all for looks. The stats come from your traits and amulets, as well as the runes and sigils you put in your armor and weapons that you can buy from the respective vendors.
As a side note: How do you stealth someone else?
Thieves and Mesmers both have an AoE stealth ability, and if there’s a “Smoke” combo field and someone uses a “Blast” finisher in it, it grants AoE stealth as well.