(edited by Pizz.3698)
So here I was running around in WvW and then I enter Greenlake and I get attacked by something I can’t see (which turned to be a thief I kill later) and notice something, our gate is still up and there’s still people trying to break it. Here’s 2 screenshots.
The first one is a guildy and me having killed 3 of the cheaters
The 2nd one is the gate 10 seconds later (look at how it’s close to full health)
Claps for the great sportmanship.
Don’t see why you break up each banner into their own little bullet. And you can’t have all 3 of those banners’ effects AND have those 6-7 might stacks without FGJAfter verification you can only keep 3-5 stacks of might average with 9 at the start of a fight. . You’re honestly better just picking 1 banner, keeping 1 ‘oh crud’ button and another team utility like SiO or FGJ. You’re wasting the majority of your potential using 3 banners. 2 banners has their place in certain circumstances.
But frankly, all that stuff, all that stuff provided by banners (the extra boon duration, power, etc) is completely outweighed by decent team condition removal. You’re not better off with only 1 banner, with a party at least a bit intelligent you dont need massive AoE condition cleanse as most bosses never give more than 2-3? average, and most experienced players have self condition cleansing via heals, sigils or utilities.
The utility and support of an Elementalist is wholly different and very complex and can overshadow a good support Warrior. Simple coordination via combo fields can be a huge contribution. Eles can only drop fire, water and lightning fields that are significant, while the lightning field being on the staff and on a long cooldown. And you can only put 1 fire field or 1 water field every 12 seconds unless you stay in an attunement (which is, most of the time, nerfing your DPS by a lot). Meanwhile warriors can keep a fire field up most of the time (combustive shot). But then there’s also auras, the varying effects you can employ from various weapons like wide AoE CC i havent seen trash be any kind of problem to any kind of group, and a hammer warrior has more CCs, AoE conditionsconditions from a support build(unless using apothecary gear) is a nerf to the group’s damage( due to condition caps), reflects, projectile destruction, healing, even the skills wrapped up in the conjure kits can turn some slog encounters into kitten. In the wrong hands though, it can be useless but in the right hands, there is no situation an elementalist cannot adapt to.
The only field where a support ele has the advantage is projectile reflecting which, often are, really usefull., but then again : warrior has the warbanner which gives a insta rez (much better than the ele glyph) and gives AoE stability for short while. I’d still rather have a banner warrior than a support ele.
note: comments in bold
I don’t know much about war builds, but with ele, you have:
- healing support (staff w1 is best friend for melee players, or staff w5 with other players who understand combo)
- condition removal
- crowd control (chain them together = how many seconds of free dmg before your party engage?)
- chill is the king. (with help of sigil and runes, you can chill foes permanently = easier for your party to kite and 66% cooldown increase pretty much the same thing as 66% damage decrease)
Warrior:
- Perma Fury
- 6-7 might group stacks average (not exactly sure the number)
- Perma Regen
- Close to perma swiftness when needed (no necessary during boss fights
From banners: - Power: + 90 (+70 more if in range of your trait)
- Cnd dmg: +90
- Precision: +90
- Crit Dmg: +10%
- Healing Power: +90
- Boon Duration: +10%
and the ability to still do decent damage
TL;DR : Warrior support > Ele support
(edited by Pizz.3698)
You should try Dagger/Focus. You also shouldnt underestimate your damage in Death Shroud, compared to the distance of the dagger main-hand the damage is really comparable, it’s even greater if you trait for it to pierce.
If you want AoEs, Staff is actually efficient with power/prec/crit.
Lastly, not sure if you post was toward PvE, sPvP/tPvP and WvW. There a big difference in efficacity.
P.S. you can dodge during the life blast cast (when timed right), making it really efficient.
basalik unbreakable stun.
You can stunbreak basilisk just fine. Too bad 2 out of 4 engy stunbreaks suck.
While Elixir S is probably one of the best stun breaker in the game and you can get it, twice.
Overcharged Shot + Big Ol’ Bomb + Magnet + Pry bar = dead. Unless he happens to be a good thief with a stun breaker
And then a warrior Whirlwind attacks through and one-shots all your turrets.
Most classe have enough AoEs to kill all your turrets without even trying. ( Piercing Shots, AoE based weapons like staff ele and necros, etc) Turret build is good against thieves with Dagger Storm on cooldown, or noobs that simply try to walk through them. But I’m glad to see at least some people use them :-)
you should see red text at the top of the forum
Edit: To clarify, I think WP meant he didn’t the traditional quests involving:
1. Killing x amount of things
2. Collecting x amount of things
3. Kill something and bring something backInstead, he meant he would want more of those mini one-time per character events that would add more context, lore, or information surrounding the environments such as the charr tank.
If anyone was curious, check out the NPC here: http://wiki.guildwars2.com/wiki/Riff_Sootclaw
You mean something along the lines of your personal story? I think it’s already in-game.
Other than enjoying the scenery, redoing the jump puzzles and maybe killing some karkas is there a good reason to revisit Southsun Cove?
The kodan set (HotW) could look good with these you should check it out
No. I just tested it with 1.2k healing power and it still heals for around 130, it’S kind of lame I’d rather get Regeneration (the boon).
Do you know if it scales of Healing Power?
Has anybody seen this trait work? I have yet to figure out how to get the said regen. Thanks for the answers.
I almost stopped reading after you said thieves dont burst anyone down with pistols or shortbow.
You might be able to burst someone down with p/p and haste, but it’s nothing compared to d/d. And short is just rofl… if you get bursted down by a shortbow thief you’Re bad. The only way to achieve this is to spam cluster bomb and it’s only effective in super short range and even then it’s not even worth it.
Unless i’ve misread your original post you said : “Why must the necromancer be locked into condition damage” I’m telling you… it’s not
the dagger is mele ranged the necro doesnt need this with no moment skills
lolwut? why toss away the dagger? it’s a great weapon, fast hitting, high damage, great life force generation has 600 range on all it’S skills but the auto-attack. What’s the problem with it?
dagger is decent dammage but mele range only
seems like we have no viable auto attack -
If you find yourself auto-attacking as a Necromancer for direct damage, your doing something wrong. Unlike Thief’s or Warriors, who can basically 1 skill you to death, we have to use every possible source of damage output to keep up with damage.
As a direct damage player my typical rotation is Warhorn 4> Axe 3 > Axe 2 > DS4 > DS3 > DS1 > DS2 > Axe 3 > Axe 2 and using utilities as and when i can find an opening.
I don’t use Axe for Axe 1, period. I use axe because its a moderate ranged weapon that has the hardest hitting shortest channeling skill Necromancers can get(i frequently hit 9k’s with Axe 2) and a AoE cripple that requires no target as-well as gaining 3 to 15 seconds of Retaliation.
How are you two just tossing the dagger aside? Last i checked, warriors and thieves dont burst people down with rifles, longbows, shortbows or pistols. It’s Greatsword and daggers mostly, so why not include daggers for necros? How many times have I bursted down a thief in 2 dagger #1 rotations? probably more than I can count. Dagger/Warhorn hits like a truck and gives you some great control. Yes they’re melee weapons but so are daggers and greatsword.
I roll a full zerker necro and have more suvivabillity than i need (Yes omnom Pie is OP). I win most of my 1v1s and you can still deal some good AoE damage (warhorn #5 + axe #3 + Enfeebling blood on DS + DS #4 and run out. No you wont kill a full group but you can get a good 8k AoE for a rotation.
I am not saying Necro dagger is OP, etc. All im saying is it IS viable even though it still needs some fixes.
If you run a condition engi, Technobabble and Radiation Field offer great toolbelt skills, Radiation Field itself being good and Technobabble being usefull once in a while. The offensive golem is better than Supply Crate for an offensive build, it is squishy but provides good DPS.
Locust and the dagger trait stack?
They do, but you cant go past 33% running speed.
Please give an example of dungeon where use of elixir bombs or stationary super elixir field is viable.
AC and CoF are speed-run dungeons. They prefer all out dps to faceroll everything.
Arah and higher level fractals actually demand players to constantly kite and to stay spread out all the time. Stop and group up – and you’ll recieve a bouncing aoe to the face that will wipe everyone (maybe except guardians, but why would you need a support engi if you have a guardian anyways).
From AC to CoE, most trash pulls and boss fights are doable in melee range, so elixir infused bomb kit + super elixir + perma regen makes it a joke.
Starting Fractals, elixir infused bomb kit is mostly useful for trash, though you’Re really underestimating super elixir. In a non-stationnary fight 2x super elixir can provide 1 or 2 allies 637×2 initial heal + around 268×2 for 1 pulse + healing turret and elixir gun toolbelt which gives a total of 11second of regen(290 a tick, but let’s only count 1 tick) + dropping your healing turret (sigil of water or flock) hitting for 1.3k heal + exploding your healing turret giving you a water blast finisher also hitting for about 1k heal which totals for 4,4k spike heal over 3-4 seconds and that is assuming that your ally leaves the field after 1 second and that’s not including regen, or your supply crate medkits, etc. All that healing also allows you to heal a group through agony easily if they dont have rings (mostly referring to Jade Maw’s)
You also have 2 immoblizes, 2 knockbacks, a smoke field (AoE blind), a stun, toss elixir R and the ability to tank mobs (really usefull in the rata-sum fractal, i often tank the Ettin while my team kills the other one). Also, being in a group that gives me fury most of the time i can still do legitimate damage.
In conclusion, if you’Re running a fractal with a group on vent, being stationnary for 2-3 seconds is more than enough to heal a good amount to people that need it, keeping a 290 heal per second to most of your party for whole fights and the ability to withstand a lot of hits while rezzing a party member (dropping 2 super elixir on yourself while rezzing) makes a full cleric engineer a great addition to a group. Then again, that’s my own opinion.
You do know that signet of locus + 15% run speed with dagger main-hand allows you to cap 33% running speed without ever using a skill? Same goes with 10% offhand or 15% while in death shroud. And who in his right mind would waste rune slots for a 6/6 centaur set!?
Not sure if post was meant for PvE or PvP, but engineers have totally viable PvE builds…
They have the best healing build (elixir infused bomb kit, Elixir gun (super elixir x2), they can give up to 1min of regen easy) that’S not including runes and sigils.
If you have an asura engi, you can keep 5-6 stacks of bleed, unlimited burning, poision, 80% of the time 3 stacks of confusion. If you had static discharge, you can actually destroy group of mobs and you do fine in boss fight. Agreed it requires you to sit at mid range, or to be really good at going in and out of melee range. Of course, playing a shatter mesmer will allow you to reach something similar sitting at 1200 range without even breaking a sweat, but it’S no where superior to asura-engi in conditions.
I would like to see what build have you tried and compared it to what build/class before making your statement.
So, we are still traiting as before the nerf. This is why the 30% reduction to G1 is so disheartening to me. The buff to HGH was trivial. <ins>Now we not only spam G1 and GB but also throw other grenades in order to maximize damage. I would rather spam one key than spam that key and monitor CDs on other grenades (in addition to monitoring CDs on elixirs). The nerf not only affected our damage in PVE but also had a deleterious effect on our playstyle, in my opinion. </ins>
Casia, have you ever considered setting up a website with current information for optimizing the engineer in PVE/PVP?
Also, happy holidays to all.
That sir, made my day. If you watch closely, Grenade #4 and #5 now have damage, so the whole point of nerfing #1 is that you’d actually need to do something else than spam #1 at 1500 while watching porn. I feel sorry for you that Anet now demands of you to use a little bit a skill to make your engineer viable. That and added sigil procing with kits.
QQing because you can’t spam your #1 is just plain hilarious, people like you make me laugh.
(edited by Pizz.3698)
Kits can be switched, equipped but not stowed in mid air. The error being : “You cannot drop bundles while in the air!”
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-November-15-2012
1.Engi(Flat damage (power/crit), Condition damage, heal/power, heal/party condition removal/tanky, etc are all working and more than viable builds. Engi probably has the most versatility and working builds than any other class and that’S without turrets and weapon stats/sigils and with some runes not working with kits)
-Ele(for similar reasons(fun and versatility/viability))
2.Necro (Has the best hybrid builds in the game, heal/power/crit build is probably even better than the engis in damage, but a bit less reliable and doesnt scale of healing power and it’s twice as harder to die as a necro than as an engi)
3.Guardian(Some of the best utility/non-healing support (their party healing is kind of weak or on a big timer(books)), okay damage, not so versatile).
-Mesmer(Has some of the best boon builds in the game while still able to dish out damage, has a really high skill cap to maximize damage but is left with either condition-shatter or power/phantasm)
4.Ranger (Has some good build like petmaster power/crit, cond/bleed, etc. It can clear trash like there’s no tomorrow, but not as good for boss fights. Fun to play though)
5.Warrior(100b, bleed, shout/banner build is mostly all you can do and the bleed build is not even good considering there’s a 25 bleed cap which you can hit often by yourself, so you get diminished returns in a 5man group)
8.Thief(boring, boring, boring, boring, you can only go for damage, thieves have absolutely no supportive abilities, are sooo squishy. You can only build for power/prec/crit, and you have to spam pistol/pistol #3 all day, also often slow down the group since they’re often on the floor. Dont tell me you can do Dagger/Dagger until you’ve actually been in fractals past lvl 10.)
P.S. this is simply my opinion regarding PvE, mostly 5man groups.
sPvP: Guardian>Warrior>Mesmer>Elementalist>Engi>Necro>Thief>Ranger.
P.P.S anybody that has played a mesmer knows exactly which one’s a clone and when they’re stealthed
(edited by Pizz.3698)
Honestly, I’m ashamed and depressed. As a level 60 engineer i find my self incapable of clearing areas 10-20 levels lower then me. Five minutes ago, i was killing some creep, then i saw a warrior level 40 few steps from me killing the same monster in like 3-4 seconds. Just WOW!
The question is, should i wait for some POSSIBLE engineer buffs or should i start a new character (guardian or a warrior) and play this game without frustrations?
Spec for Bomb Kit (30 in Explosives, and as much as possible in Firearms) get some power/prec gear. Run towards a target with bomb kit on, click #4->#1->#1->#1 change target, rinse and repeat. It’ll make you kill a mob without getting hit.
I went full cleric, it’s more than enough tankyness to survive most fights. With bomb hitting for 250 average, super elixir for ~300, with healing turret every 10s that heals for 7-9k + 1.3k from runes, with the toolbelt regen from elixir gun and healing turret, you have way more healing than you’ll ever need, that’s including your first encounters with agony (10-19 fractals) without any pink gear. And that’s excluding medkits and extra healing turret from the supply crate.
P.S. ill post the exact numbers when i get the chance to log on.
I really wonder if something like this is happening on land as well or if it really is just a nerf they put in prior to separating the code between pve and pvp because these things really do nothing on land even when specced for cond damage. I have full on cond gear specced for cond damage with three grenades and I seriously STILL have to throw 26-30 grenades to kill anything. I just wonder somehow if being underwater makes it more noticable and more easily testable.
I really wish a Dev would tell us if they are investigating this.
Condition damage specced grenade kit should allow you to hit 1.5k per #1 and keep up an average of 10-12 stacks of bleed after (#1-#2-Fx(toolbelt)) 3-4 seconds, which should hit for around 100 a tick without food.
Also, the hit rate underwater is kind of lower since it’S not targetted, but on non-moving target (80% of underwater PvE and about 95% of the underwater Fractal) you should hit a as easily as on land except Fx which seems to shoot weirdly.
I’m also running a support engi, here’s my build http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.13.0.0.0.81.96.91.94.102.1.1.14.228.232.233.0.0.0.260.264.266.0.0.0.289.0.0.30.0.30.0.10 (i had trouble with the build calculator you used)
Superior Rune of the Water x6 is better than flock since birds dont work with bomb kit, i just havent changed them yet.
Bomb kit heal is highly underestimated, it’s around 250 heal per bomb + an average of 6stacks of vulnerability + big range blind + fire field(helps for stacking might).
It’s tricky to pull off a boss fight in bomb kit though, but it’S really doable with skills and you’Re pretty much unkillable. Having 2 Super elixir fields + spamming bombs helps mitigate damage a lot.
I prefer rifle over p/s because it has much more utility. (mobility + 2-3(?)s immobilize and a good knockback on a low cooldown vs line 2s daze + 30s CD knockback)
This build is also oriented toward doing some damage, since bomb #1 does about 7-8 times pistol #1 damage-wise, with the right food/pots and a party member giving out fury you’Re doing decent damage.
This is a random suggestion for a future expansion, but whips would be so cool to have as a weapon, would also bring diversity to mid-ranged weapons and maybe a non-projectile weapon for engi, a cool weapon to have on a ranger, maybe some necro lifeleach, etc !