(edited by PotatoOverdose.6583)
+healing is kitten poor on every single class except engineer.
Engineer has one build that uses +healing, and on that build it actually shines.
+healing (due to bug or feature) does not help backpack regenerator or healing turret regen.
What it does do is affect self applied regen (from Elixir H, Healing Turret Toolbelt, and Elixir Gun toolbelt), med kit heals, elixir infused bombs, and all hard heals (the immediate heal from healing turret, healing kit toolbelt, and elixir H).
Note: I don’t recall whether +Healing gear affects super elixir.
Why is this important? The standard Bunker build is Med Kit, Bomb Kit, Elixir Gun.
With sufficient +Healing gear Elixir Infused Bombs can heal for ~320 a bomb —> 320 health per second (roughly, assuming 1 bomb a second, good assumption since bombs have 3/4s cast time iirc). Elixir Toolbelt Regen will tick for around 280 as well. Combine with Backpack Regenerator (120 health/s) and Super Elixir (120 or ~300, I don’t remember if it scales).
Doing some basic arithmetic, the bunker engineer can tick for 840 (1040 if super elixir scales) health per second. This is absolutley huge. With traits like inertial converter and toolkit refinement said engineer can keep this up effectively permanently.
Moreover, Medkit Toolbar will heal for around 6.8 k (compare to 4.8k w/o +healing) and each health kit will heal for over 2k instead of 1k (this also applies to supply crate). With the Inventions 15 trait, which you’ll have since you have elixir infused bombs, all medkit heals will recharge at 25% giving you an additional 6-7k heal from the 3 heal kits.
While + 800-1000 health/second while dropping bombs is not enough in and of itself to make you a bunker, the fact that you’re dropping bombs means you have multiple CC’s (bombs 3-5 + big ol’bomb) available to you, especially useful while kiting melee on a point. You can also apply weakness, poison, and have decent condition removal from 2 light fields, as well as excellent mobility from elixir 4+ speedy kits.
Downside of this build is that cc is far more effective against you than against a bunker guardian. Upside is you have way more damage and cc than bunker guardian, meaning you could very likely out cc people and kill them….eventually.
TL;DR: Bunker Engineer with +healing gear is quite decent. +Healing is absolute rubbish on everything else.
Honestly, grenade kit is the answer. 1500 range Aoe, fast casting, scales well with condition damage and power, and a toolbelt that with power/crit gear can hit for over 7k. We’re one of 2 classes with decent ranged aoe, and of those 2 I honestly think we get the better deal.
We’re not going to get a “single target ranged dps kit” for one simple reason.
2/7 classes specialize in single target ranged dps (Ranger and rifle warrior). Another class, the thief, can build for single target ranged (900) burst with pistols. Ranged single target dps is clearly not the intention with engineer. If you want that, you have a great many options in other classes.
'Critique' of the Engineer Profession from a PvP Perspective *Long*
in Engineer
Posted by: PotatoOverdose.6583
It did in the good ol’ days. Then it got nerfed.
Engineers have actually been nerfed with every single balance patch, oddly enough.
-Juggernaut Nerf
-Mine Field Nerf
-Pistol Condition Nerf
-Underwater Grenade Nerf (alright, this one was fair)
To name a few.
While many of our significant bugs have not been addressed.
-Fast-Acting Elixirs not affecting a number of elixir skills, most notably elixir s. Also all elixirs in elixir gun and toolbelt are unaffected.
-Elixir U lasting only 3 seconds instead of the tooltip 5 seconds, duration unaffected by traits.
-Healing power not affecting healing turret regen or backpack regenerator
-Sigils on Kits
-Weapon Attributes on kits
-Elite Supplies not giving mortar a range bonus
-Deployable Turret only affects 2/6 Turrets
-Elite Supplies not stacking at all with Potent Elixirs for Elixir X
-Big Ol’ Bomb blast finisher not blast finishing.
-Adrenal Implant does nothing with vigor up
Tbh, I could go on for a while.
The point is, it’s been almost 2 months and all we’ve seen are nerfs, not too many bugfixes.
It should also be noted, more so for pvp, that if you overcharge the rocket turret immediately when deployed, you’ll get 2 knockdowns spaced 4s apart instead of just one.
Playing with a muddy stick is what you make of it too. You answered my question. Thank you.
If you don’t mind my asking, what did you enjoy doing before level 80? If you don’t care for WvW, exploration (whether it be map completion, running dungeons, jumping puzzles etc.), spvp, what did you find fun before 80?
The game doesn’t really change at 80. It’s the same game as it was at 70,60,50…etc. If you don’t find that gameplay fun, why did you bother leveling to 80 in the first place?
If you need a mindless gear treadmill to receive satisfaction from your character, craft a legendary. They take a lot more effort to get than higher tier items in other games.
Well either they nerf the grenades or they buff the rest of the engineers tools to make the choice harder to make instead of just touching the grenade and go WTF IS THIS THIS IS COMPLETELY SUPERIOR TO EVERYTHING I’VE USED BEFORE?! … Yeah that was my reaction by the way. I switched today, and I went from doing 200-400 to doing 1400-1600 when I specced everything into explosives, and 3000 with with the tool belt skill on crit. My Condition Build pistol at most managed to do 2800 with slot 4, and poison darts to 1200. While grenades do 1400-1600 on normal attacks when all three nades hit.
Kind of makes it a no brainer what to choose if you want to kill stuff fast instead of going into a twenty second circlejerk with the enemy before they die.
Thing is, grenades are on par with what other classes can generally do in terms of damage. The fact that they’re more effective than many of our other skills speaks volumes about those specific skills, not about grenades.
Underwater, grenades are about on-par with what mesmers can do. Warriors can surpass grenade damage if they get on top of you.
And here’s the problem again. Grenades (underwater) are actually decent, a good offensive option in-line with mesmers and warriors, and some engineers want to self nerf them.
Honestly, no other class has individuals that called for a grenade nerf except for some engineers. What is WRONG with you people?
The lowest represented profession, Engineer, won’t be nerfed.
We have one viable build in tPvP: Bunker. As bunker our damage output is laughable, but we host a lot of utility and we can achieve high HP and toughness.
As not bunker, in order to deal worthwhile damage you have to sacrifice a ton of defensive traits and stats, making you an easy target to kill.
PRO-TIPS, if you encounter an engineer:
- Does the engineer deal significant damage? Have your team focus them ASAP. They’ll die quickly, guaranteed. If you notice the engineer use Quickness, especially focus on them! They’re probably some gimmicky elixir-burst build.
- Does the engineer deal pathetic damage? Ignore or control the bunker engineer until you kill off his teammates.
The only damage-oriented engineers out there are probably being carried by their team, allowing them to “deal damage”.
Gilgamesh, we (engineers) have been nerfed with almost every balance patch despite being the least represented. Starting off with the flamethrower (juggernaut-stability) nerf and more recently the mine field (blast-finisher) nerf. I think only one balance patch has actually not contained significant nerfs for engineer, which was the most recent patch.
Kinda funny really, when you consider how John Peters says they don’t do knee-jerk balancing. The engineer’s seen plenty of it since week 1, more than any other class. No time was given for the meta to ‘adjust’ for either mine field or juggernaut. Oh well, thats what we get for playing the class that was tacked on at the very end.
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Sometimes the people in the engineering forums confuse me. Just because grenades are capable of doing damage comparable to what other classes put out, they need a nerf?
Here’s a more current bunker build, taken from the build sticky on these forums.
It’s Arvin’s build as described in this thread:
https://forum-en.gw2archive.eu/forum/professions/engineer/Post-Your-Build-Thread/first#post346238
If you’re interested in how to use elixir gun effectively for such a build, I have a couple of posts in that thread as well on the topic.
Hope it helps.
Toughness without vit. Not a good idea. You have 17k health. You should honestly aim for something like 22k. Max is 27-28k.
Basically, you have good damage reduction, but you have the minimum amount of possible health for an engineer. Also, condition damage ignores toughness (but it’s also weaker than power/crit), so if someone burns/bleeds you, you’ll have issues.
Eidt: If you’re going for point defender, you should have 25-28k health or serious +healing gear and multiple heal skills (in addition to lots of cc, which is a given).
If you feel a lack of variety in combat, I suggest you roll a kit heavy engineer or an elementalist.
Complaining of a lack of variety and then citing warrior skills….speaks volumes imo.
It needs to have 2500 range.
It needs to function like a cannon, 3 skills maximum, with 1 and 5 being buttons that moves it left or right for aiming purposes. Hold down the skill button of choice to fire – longer hold = shoots further.
It needs to do AoE siege damage.
It needs to do at least 70% of the damage of a ballista.
Yes, Anet is going to give us a siege engine that can do 70% of the damage of ballista. Why not just ask them to give us a super AoE deathray that kills all hostiles on the current map.
Tbh, I’ve found certain turrets to be extremely useful when used in support of a generally non-turret build. For example: Any grenade build benefits massively from either net turret or rocket turret. Rocket turret, if you ignore the direct damage and burning, knocks targets in an area down twice in 4 seconds. During those knockdowns, your tossed grenades (all 3 of them) will do full damage because they are more-or-less all guaranteed to hit.
Tbh all of the problems we have with grenades at 1200-1500 are mirrored by other ranged classes as well, if to a lesser extent. It is quite possible to ‘dodge’ ranger, rifle warrior, and pistol thief skills at 900+ simply by moving. Do this, and you will force them to close the gap. Once they close the gap, grenades and bombs become very effective.
Rifle is a secondary shotgun. It is a finisher or an opener. In these roles it excels. Some people try to force elixir+rifle builds to make the engineer a ranged dps class. In this form rifle builds become sub-par rangers or rifle-warriors.
The engineer really isn’t a traditional ranged dps class. Most people that complain about engineer don’t grasp this one fundamental concept. Almost all of our skills perform better at close range.
SF’s larger alliances (ITM, SR, etc) are still cozy on SF. That said, if there was any flux moving to SoR or DH, it was so miniscule that we didn’t even notice.
I don’t doubt there are those pricks who transfer just to be on the “winning side”… but I imagine they are fewer rather than any majority.
SF is just complacent. Most are pushing other goals (100% map completion for legendaries, dungeon armor, etc) and don’t really care for a second fight against the exact same opponents. At least, those I’ve spoken to in my guild and abroad have cited these reasons.
SF has a whole hell of a lot stronger forces, as proven in the epic battles last week. When SF wants to kick kitten they will kick kitten
The difficult part stands in making them want to.
I have to agree with Enerjak, many people are just doing other things. We regularly have around 30+ people in jumping puzzles, even during off-peak hours. Kinda funny really, if our jumping puzzle crew helped our night crew, we might actually be winning.
What will be interesting is if SoR wins and if we get another round, will the same thing happen to them?
Kits don’t use stats from weapons. Huge difference between saying kits don’t use stats and kits don’t use stats from weapons.
You can use supply crate in every situation. AoE stun, Aoe Heal from healing turret, med kits and antidotes dropped on the ground, flame turret and net turret deployed to location.
Also, you do realize you would do MORE damage with grenades in all situations, right? Especially for dungeons. All the more so because mortar doesn’t scale with power, crit, or condition damage.
(edited by PotatoOverdose.6583)
Sector Zul is a personal favorite of mine.
How about we lower the damage of Prybar and give it the ability to cripple instead of confusion? Will that work?
Traited with power wrench, you’re auto attack (toolkit 1) will cripple. Prybar currently gives confusion which is actually decent against certain classes (e.g. thieves).
Toss elixirs are bugged in many ways. You’ve identified one of many known bugs with them.
Grenades work well. Rocket turret, if saved for 1v1’s can be an enormous crutch. For mortar discussion, see the mortar thread:
https://forum-en.gw2archive.eu/forum/professions/engineer/Mortar-range-now-with-trait-fixed/first#post329040
Generally, it is a piece of crap.
Deploy supply crate on top of the wall to stun defenders. Might give you some extra kills by initial stun/net turret forcing defenders to stay in AoE longer.
3k Damage at 1500 is not a lot.
When you read it by itself, it seems as if it has really got to be one of the most backwards things I have seen you post.
When you compare it to grenades, it makes sense though. The mortar needs some type of distinct advantage that would give players a good reason to use it over grenades.
The lack of LoS requirements, seems like it would be an advantage, but it certainly is not. Any minimal advantage that may give, is countered by an absolute lack of mobility. Particularly when you factor in the fact that the mortar itself, can be easily destroyed.
Well, first of 3k damage at 1500 isn’t alot. You have to put it in context. Specifically, consider rate of fire. A ranger can shoot several times faster with a longbow (range: 1500) than a mortar fires. A ranger can crit for over a thousand, so in the same time interval as a mortar fires, and preps to fire again a ranger with decent crit gear can easily do more than 1500 just by attacking. That’s ignoring any burst in the form of quickness buffs and the like. Ranger’s can’t aoe as well as we can, but it’s the best point of comparison from another class.
Also, consider that grenades, mortar, and longbow (the 3 things that can do “decent” damage at 1500) are also incredibly easy to dodge at 1500. As long as your target is moving in any way other than a straight line, most of your attacks will miss at extreme range. In fact ballista, a siege engine, has the same exact problem at extreme range. So when I say 3k at 1500 is not a lot, I mean exactly that. And 3k really isn’t the upper limit for grenades or a longbow burst, which is still not a lot.
As for line of sight, I agree it isn’t a particularly huge advantage, but it is the only advantage mortar has. The line of sight advantage would be extremely useful if mortar could hit to, for example, 2000. but that isn’t going to happen. The max range for a player skill, across multiple classes is 1500. Rangers, engineers, and necros can reach that limit. Of those classes, necros can’t really do anything meaningful at 1500, they get one spell iirc that can hit that far.
I personally think that no class is supposed to be able to hit past 1500, judging from all of the current mechanics. At best elite supplies will be changed to give a tiny damage or cooldown buff to mortar. At worst, it will be reworded to not mention mortar at all.
(edited by PotatoOverdose.6583)
Engineer kits in general are not that amazing but 3 of them are completely unusable.
in Engineer
Posted by: PotatoOverdose.6583
Bomb Kit is amazing for control, particularly in spvp. Bomb Engineers are a standard choice for point defense in tPvP. It’s also quite decent for 1v1’s against melee classes.
Elixir gun gives you amazing condition removal, mostly from light field from super elixir, which gives 1 time aoe condition removal, and then condition removal for you and all allies for each projectile finisher to go through it. Also, the AoE heal from Super Elixer stacks intensity with other regen effects which can be decent, but is really a secondary effect to the condition removal.
Elixir gun 1, tranquilizer dart, is an ‘I win" button for most 1v1’s (excluding mesmer, necro) for a defensive engineer with high vit/toughness. Reason being it augments your already considerable survival with permanent weakness on the opponent which is hugely useful (with decent vit/toughness, not good on power crit builds).
Acid Bomb (Elixir gun 4) is an amazing mobility skill by itself. Combine with rocket boots (Acid Bomb, as animation finishes hit rocket boots) and it will knock you almost out of render distance.
Fumigate is ‘meh’ for yourself, but a great condition removal for your allies. The poison is more of a side perk than anything really, reduces your opponents healing.
Elixir F is imo more reliable than netshot for preventing escapes, but thats just my opinion.
TL, DR Elixir Gun = One of if not the best condition removals in game for you and allies. Permanent Weakness on single target is also quite good.
The changes had nothing to do with elite supplies.
It is important to remember that mortar is considered a turret.
So the change to the rifled turret barrels is overall a really nice fix. It now increases the range on all turrets by 100, except healing, and it increases the damage of thumper, rifle, rocket, mortar by 15%.
With a fix to elite supplies the range could easily go from 1500 to 1600 we’ll have to wait and see.
My hope is we get better turret stats / stat sharing / or perhaps the ability to increase turrets stats via spec’ing into inventions.
All it would take to make mortar extremely viable, and deal more damage / equal damage to grenades is stat contribution.
But it is important to keep in mind that grenade may be to strong.
When you compare the dps it provides with our other kits / weapons, and those of other professions.
Even for a GTAOE it provides much more dps from range than most weapons in the game.
It’s hard to compete with a 1500 GTAOE #1 skill that can do 3k. The only other skills that come close are melee weapons like hammer and sword.
You can make the argument that grenade kit is a melee weapon, and I agree with that with the exception of PvE and WvW keeps / tower sieges.
So we’ll have to see what the dev’s decide to do. It might be we get a stat sharing buff ((I really think this will happen, turrets are very underused atm)) which will increase the mortars damage a bit, and maybe a slight nerf to grenade kit ((the damage without the 30 point trait is still fairly good, so maybe the trait just needs a tweak))
Mortar is a piece of crap everywhere except wvw on keep tower defense. 3k Damage at 1500 is not a lot. Grenade 1, with decent perception, power, and +crit damage can hit for as much every 4th or 5th grenade toss. You only need 2/3 grenades to crit to match those numbers, not hard given that we can achieve 30-50% crit fairly easily.
Furthermore, mortar’s useful range is much lower than 1500. Why? You need to be at least 150-200 away from the edge of the keep walls, otherwise the first 2 AoE’s to hit your mortar will kill it. As a grenadier, or any other AoE class, I am mobile and can move out of aoe along the edge of the walls, giving me a useful range of 1500 (for keep/tower defense). Mortar has a useful range of 1300, effectivley.
Tbh, I don’t know why you suggest a nerf to grenade kit. It’s the only form of damage we have (aside from toolbelt burst) that’s actually competitive atm, and its difficult enough to get all 3 grenades to hit at range to apply said damage (except in keep/tower scenarios). Most of the time only 1 or 2 nades hit, if any.
The ONLY redeeming feature going for mortar is that it doesn’t require line of sight. But given it’s reduced effective range….meh.
Well, I can give you a few pointers. First of all, you don’t have static discharge which is a huge component of the rifle grenade (or more generally rifle-toolbelt). Essentially, every time you use a toolbelt skill it does 1-3k damage to multiple nearby targets. The damage obviously depends on your power and crit.
Putting 20 points in tools (remove points from firearms, it doesn’t give you all that much tbh). Building off that, once you get static discharge, you’ll also have inertial converter at 15 tools which is another huge trait. It recharges all of your toolbelt skills at 25% health. To synergize with this, you grab healing kit to put your main heal on the toolbelt. That way every time you heal, you also trigger a static discharge AND your heal auto-recharges at 25% health.
A more standard rifle-toolbelt or rifle-grenade build might look something like this (I kept as many of your trait choices as I thought possible, this is by no means the best build):
http://www.guildhead.com/skill-calc#MMMM9mmanvMmavwMxa0aGVkqzmoM
You’d generally have at least 2 offensive skills in the toolbelt. Throw grenade, and one of battering ram, throw wrench (from tool kit, the toolkit itself is meh, but throw wrench can do massive damage), rocket kick form rocket boots, or one of the lower-cooldown turret skills, although I might ignore all that and use rocket turret.
Your main problem is that you neglected the main synergies of the rifle-toolbelt builds which are static discharge and inertial converter.
————————————————————————————————————————-
Edit: Also 10 pts in alchemy for a bit of survivability.
For an even higher damage rifle-toolbelt build, see here:
http://www.guildhead.com/skill-calc#MMMM9mmaCTMmaCGMxa0aGVkqzmoM
F2, F3, and F4 in series will do massive damage. Follow (or open) with rifle skills. Easily possible to burst 15-20k. Rocketboots is your stun/immobilize breaker, though it has some issues.
(edited by PotatoOverdose.6583)
Meant with a bit more specifics, maybe a build editor link or something with what traits you use, gear, etc. Rifle/grenade can mean any of a dozen builds, some of which can burst for over 20k.
Personally, for 1v1’s I like having rocket turret. I know there’s a huge crowd out there that say “turret’s are garbage” and they’re right, mostly. But keeping rocket turret as a crutch for the eventual 1v1 is quite nice. Drop it, and use explosive rocket immediately. Even if I get cc’d, the turret (which is immune to all form off cc) will still launch its aoe burn/knockdown. Twice in 4 seconds. All told those 2 rockets (which almost never miss in a 1v1) do 2400 direct damage and 2200 burning damage, but more importantly give me control of the situation. Even if the target goes stealthy, the second explosive rocket will still hit them. At that point I’m free to do whatever I want.
After playing the engineer and have a couple sets of gear one condition/toughness/vit and the other power/critical/condition with some crit damage increase. I’ve come to decide what we do is outperformed by everyone else.
Using all dps, I can barely kill anyone, I use my rifle burst to get them close to death then they usually heal up(while I am beating on them) and then proceed to out dps me. Warriors/Mesmers/Rangers kill me really fast, while the thief just obliterates me. This is all while I am using all my blinds, knock backs, condition damage grenades and dodging any big attack I see. I feel like I am putting 2-3x the effort of other classes just to try to beat them.
The toughness/vit/condition build is more a fun way to go with flamethrower and grenades and I tend to use it in wVw, but its just that a gimmick fun build.
I guess the engineer is stuck being support. Or I just suck playing my class, which might be the case, but I’m not too sure.
Not that it’s terribly relevant to this thread, but out of curiosity what build are you using?
Neither do I, but I’m not the one you have to convince. It’s Anet that made mortar have a default range of 1400. If they wanted mortar to be a ‘mortar’, they would have given it a higher base range. Furthermore, traits that affect it would give +300 range (like grenadier does for grenades).
Like I said, not going to happen. It’s gonna stay at 1500.
(edited by PotatoOverdose.6583)
If Anet wanted mortar to be useful, it would have been very, very easy to do. Same goes for a lot of our skills (like throw mine, for example).
I honestly doubt mortar will ever be allowed to go past 1500. My money is on:
A) Elite Supplies being reworded to not mention mortar at all.
B) Mortar Getting a 10% damage buff from Elite Supplies
C) Mortar getting a 20% reduction to its cooldowns.
There are several reasons for this, most of them pertaining to WvW. First, you begin to conflict with arrowcart, at no supply cost. Second, a mortar that can hit at 1600 (the lowest possible increment for elite suplies) would, if properly positioned, allow it to damage siege in certain currently un-touchable by non-siege locations. This wouldn’t be useful in general combat, but could be used by smaller teams to neutralize siege before and after combat.
Both of the above become increasingly problematic as you increase mortars range to 1700 as well.
TL;DR: Adjusting mortar’s range past 1500 might make mortar useful, at least in wvw. I don’t think Arenanet wants that.
I believe Freeze Grenade with grenadier had reduced cooldown. This was one of the few positive bugs with the engineer.
What you’re referring to is Toss Elixir R, an 85 second cool down ability. In order to revive yourself you have to cast it within 1-2 seconds of death (I think). Also, its an AoE spell, so you have to manually target it.
All told, it’s a giant pain in the kitten and usually doesn’t work.
15 hours of hard fight => 3k points
6 hours of easy fight => 10k points
This is the problem.I think this is the summary of the real problem..
You want to solve it ?
Ok. Then apply the following formula:
granted points = potential points * N / Cwhere:
N = number of players in the WvW maps
C = max capacity in the WvW mapsI think this formula is fair for everyone.
This. Definitely this.
The problem really isn’t any single server, it’s mechanics. If you have a decent night crew (aka Australians on a NA server, French Canadians on a Euro server), significantly more so than the other servers, and you’re at least half way mediocre during peak hours, you gain 6 hours (more or less) of solid scoring while competing with the other servers during the remaining hours.
Now this advantage can be overcome with solid effort, as SF did in the first round. But staying up late isn’t something everyone can do, and it’s not something that can be done everyday.
Due to current mechanics, the results are as follows: Whichever NA server has the most active Australians (or general night crew) wins. I don’t see this as something that can be readily fixed either; maybe have score scale with combined participation from all 3 servers?
I do not think folks are demoralized, so much as taking a week off. It takes a lot of effort to fight SoR all prime time and try and keep your points ahead far enough that it wont be erased by DH farming our guards all night. Lot of folks put in a hard effort last week and now they are attending to other things or just having fun killing folks
Demoralized fits your description of the situation almost perfectly. To be completely honest, Sorrow’s Furnace isn’t even doing too well against Darkhaven during primetime, so I’m at a loss as to why you wouldn’t say “a lot of effort to fight SoR and Dh”. Sorrow’s Furnace will take the lead on occasion of course, you server is far more populated than both SoR and Dh, you have a queue even when you’re demoralized! Darkhaven rarely has a queue, when it does it’s only in one borderland generally.
It seems to me the problem isn’t really with people taking a break, because you’re actually still outnumbering us during the day. So the problem (I think) does not lie with less people in SF playing (because you still outnumber us regardless of less activity), but more with it being less important to fight because you know Dh will take it all back and gain another 5-10k points overnight.
@Ashanor
I’m not from Sorrow’s Furnace, so I can’t speak to specific details of the server. I can tell you, however, when they’re playing at their peak they’re virtually unstoppable (in our matchup). They’re (for the most part) great sports and they have a good population without it being ridiculous like HoD and JQ (this means less queues, but probably a small one). Overall, while I’d love it if you came to Darkhaven instead (can’t help but mention that XD), Sorrow’s Furnace would be a great server choice for you and your friends.You’re either clueless or making things up. SF has no queue on any of our maps except EB. And our EB queue is at most 5 minutes right now. We are tired from having to work extra hard to take gigantic leads during the day just to survive through the night with our whole map being taken by a giant mindless zerg with no enemy to even resist them all last week. I think we earned a break, and anet made it perfect for us to relax since we already defeated the current match-up.
Pretty much this. We have no problem with the current match-up. I don’t have a huge issue with what dark haven’s doing in this match-up. Many of our players DO have an issue with having the current match-up again.
A lot of SF’ers are just bored atm. We dealt with darkhaven’s nighttime shenanigans in the previous round. All’s fair in blah blah blah and all that. We fought and won the previous match against all of the same stuff we’re against now.
It’s just that many of our players (judging from chats in borderlands and in eternal the day before reset) were looking forward to fighting someone else. This is more directed at darkhaven, very few of us have a problem with SoR. Plenty of good fights with SoR.
Basically, during the day we have to fight hard against SoR to take anything, and at night when we get the out manned buff on all maps, dark haven rolls over everything. The orb hacks don’t help either. We’ve beaten it once. From my point of view, beating the same exact thing again is tiresome.
(edited by PotatoOverdose.6583)
Personally, I love underwater combat.
Or, ya’know, transfer to one of the dozen or more servers with a 5 minute queue or less.
…….
Nah, that makes too much sense.
The 1st thread was for last weeks match. This thread is for the new match =p.
Community Cooperation- Lets pool our minds together to think up builds for
in Engineer
Posted by: PotatoOverdose.6583
Slick shoes is used all the time, particularly in spvp. It’s one of the best knockdowns in the game, when combined with it’s own toolbelt. It is possible to knock down everyone on a point, some times more than once with said skill.
Utility Goggles is the most popular stunbreaker for rifle-grenade and general rifle-toolbelt builds. Personal battering ram is also quite popular in rifle-toolbelt builds.
Most people don’t want it buffed. Most want it fixed so that it hits moving targets more than 1 time in 5.
Confirming that this was an extremely fun matchup.
Engineers should get an iron man kit complete with real rocket boots, bunker busting rockets, sniper rifle hand lazors, and +9001 toughness.
Edit: And elixir X should turn you into the hulk.
(edited by PotatoOverdose.6583)
Am I the only one that has a problem with the disproportionate ability of the unemployed/‘out of school’ segments of the community to rack up points in wvw during the day?
I have a job, I have responsibilities,and I have a social life. I also play GW2 as do many of my friends. Why should we have to deal with all the garbage that goes on during and immediately after the work day?
Arenanet, please consider a 50-75% score penalty for 8-10 hours during the work day (to account for multiple timezones across a region). This would encourage youngsters to stay in school, the unemployed to seek gainful employment (just think of it, Gw2 could help bring us out of the recession!), and combat obesity by encouraging individuals to take up sports/other hobbies.
Remember, a healthier, educated, and employed player base is a happy player base. And it would fix most current wvw score issues to boot. So remember, vote to nerf day capping 2012!
I’m an engineer and I fight underwater bosses all the time. Moreover, I don’t do it alone.
Speak for yourself OP.
Gw2 stands on its own strengths. It doesn’t need another game to validate its existence.
Seriously, who gives a kitten about “killing wow” anymore? Move on with your life or lack thereof.
/auto run
Now you just mitigated 25k damage!
This. The Ballista can do mad damage against a stationary (read: dumb) target. Against moving targets, arrow carts do it better.