Definitely still broken with static discharge. Try using a toolbelt skill with a mid/long cast time, and during the cast hit jump shot. Without static discharge it works as normal and the jump shot goes off afterwords, with static discharge it does not.
D/D Ele is fine. Burning is fine.
+1. PvP is in desperate need of a multi-item stat system. So many builds are simply dead in the water because they cannot get a good balance of health/toughness vs damage with the current system.
Firearm’s gives you +33% to both burning and bleeding durations. 65%+33%=98%. Geomancy is also a lot of damage that you don’t want to miss. At max might your geo swap will be doing around 11.4k damage, so with perfect rotations the sigil itself counts for 1.2k dps (realistically more like 1.05-1.1k).
Edit: formatting
(edited by Prisoner.2419)
You’re essentially maxing on both burn and bleed duration (98%) with 5 nightmare runes and food. You’re actually doing a ton of bleed damage as well as burns, and decent physical damage when fully buffed. Personally I run with one giver’s pistol because +10% condi duration food is expensive as hell and not really worth using for normal runs.
Back before the core specs patch, my magnets would fail ~40% of the time when used out of combat. Now, it’s closer to 90%. I simply can’t use magnet+prybar+x as an opening burst anymore, because it does not work. Its gotten pretty ridiculous.
There’s a huge difference between having to pay attention to the pet and having to keep it far away from you every second of the fight. None of that changes the fact that in a game built around counterplay, instant hard CCs are unhealthy. Even moreso when they’re unblockable/unevadeable.
Mesmer’s MoD + CS combo is pure cancer and CS never should have been buffed to begin with. Having to luckdodge to have any chance at winning a fight is about the farthest thing from fun out there, which is why kitten like this shouldn’t be in game.
240 is far from a horrible radius. It’s the same size as Ring of Fire; larger than both Ring of Warding and Static Field. Both ring and line of warding have very obvious animations that only go unnoticed when casted from afar and chained with judges intervention.
Again, Beastly Warden has no cast time or indicator. You cannot evade every time the pet is within 240 range of you (and it will be unless you can keep it perma chilled, thanks to Pet’s Prowess)— and even if you could, the taunt would go through it anyway. Your only options for counterplay are to have stability/stun breaks every 15s, which isn’t feasible due to the high cooldowns on stab and stunbreak skills, or to try to force a pet swap as soon as possible and hope you can kill the second pet before swap is back up, all the while taking the brunt of the ranger’s attacks, because using any blocks or conventional methods of negating pressure will get you cc’d and killed.
Meanwhile, ring/line CCs can be negated completely by just not running into the kitten ring, because unlike ranger pets, they’re immobile. See the difference?
Ring/Line of Warding, Static Field, etc. are telegraphed, long cooldown skills with easily recognizable visual indicators. Beastly Warden taunt is instant and short cooldown. See the difference?
+1
A test with 30 samples gave coefficients of 0.635 (fire) and 0.823 (air). Previous coefficients were 0.85 and 1.1, so these are very close to a 25% damage reduction. I suspect the true values are probably 0.6375 and 0.825 for the exact 25% reduction.
I’ve started making my own list using the rename feature on the ignore list, like this.
God forbid we be unhappy about one of our major weapon kits being bugged into uselessness for PvP for over a month, with no word on when or if it will be fixed. I’ll give you a hint: we wouldn’t be angry if the devs would actually communicate with us.
Before the core specs patch, about 40% of my out of combat pulls would fail/desync. Now it’s up to 90%. I’ve lost games because of stealth pulls not working on temple.
Bomb range still bugged, checked in HotM. Still mad about FT cooldown and +damage traits as well.
Stealth caps at 5 stacks, so the maximum you can get from blasting is 15s (the highest you’ll see on hover over is 14s due to the way the countdown works). I’m not entirely sure, but I think stealth may also function differently than normal boons in the way that it treats stacks gained when you’re at the cap already, so instead of replacing the lowest duration (currently ticking) stealth stack it would replace the last stack you received. I need to do some tests on that though.
If you want to get over 15s, you’ll need longer duration stealth stacks. For example, if you had 5 engi’s all toss elixir s you could get 25s, or 30s if all were traited for HGH.
Avoiding going through ring of fire is perfectly fine most of the time in a 1v1 setting, but when you add more fighters into the mix it becomes simply unviable. RoF has nearly 50% uptime on the meta fire/water/arcane build, and covers the majority of a small conquest point with its 240 radius. Like everything else besides the autoattack in fire, it can easily force a dodge or other important defensive cooldown, which is why d/d is so strong right now.
Actually, unblockable projectiles do go through skills that ‘destroy’ projectiles. You can test it pretty easily yourself.
What I’d like to see:
- Ring of Fire burning stacks reduced from 3 to 2 on cross. This skill does too much damage for its size and uptime, especially with Pyromancer’s Training. The size, duration, or cooldown could be altered instead, but I think any of these would disrupt this skills might stacking potential too much, and that a simple stack reduction is the better solution.
- Burning Speed: Either reduce the damage of this skill by 15%, or change this skill’s interaction with Lightning Flash so that it does not cause the end effects early.
This skill does a large amount of damage in a large area on a relatively low cooldown, made even better by the two damage mods and large cooldown reduction d/d eles now pickup through traits in the fire line. On the cele d/d build with a decent amount of might built up, this does burst damage as good or better than some marauders builds can achieve.
- Blinding Ashes: Either increase the cooldown to 8s per target or change the functionality to only blind foes that already have a burn stack or two on them. This trait simply blinds too often as is, and is nearly random as to when it does. I would prefer a rework into something with more strategic use and counterplay, but knowing ANet it probably isn’t going to happen.
My favorite build suffers from a serious skill queuing bug, and one of my old favorites is dead because of the bomb radius bug. Sure would be nice to get some fixes, or a balance patch, or even some word on whether we’re getting fixes or balance patches anytime soon….
It’s strong against condi builds because of the double 3x transfer every 24s, which can destroy most hard condi builds. It’s strong against power builds because of its high weakness uptime (and cover a good amount of cover condis for it). It’s strong against boon-heavy builds because of all the boon hate. The only things it isn’t strong against are the usual ranged kiting builds that will lose the point to win the fight and CC heavy builds.
You’re in denial if you don’t think CS + MoD + mantras recharging in the background is too strong. An instant 1200 range stun every 5s for 20s or 30s traited is simply too kittening strong, without even taking power block into account. It needs changes, soon.
I could see bombs becoming a thing again if the bugs were fixed and ICDs were removed or significantly reduced for blast finisher dodge bombs.
Ranger isn’t getting buffs because the devs are too busy working on HoT to balance the game or even fix major skill/trait bugs.
You still need to be in combat for the dodge bombs, and you are in fact using up one of your most important cooldowns in combat— your endurance. It’s far from cost free.
They did say it would be in the first core specialization livestream. But like a lot of other weapon-affecting traits, it didn’t fully make it in -_-
Bomb engi has easy access to stealth already in PvP. If you’re not taking bomb kit you would have to rely on either flame turret’s overcharge which requires combat (and actually taking flame turret which is pretty bad right now) or autodefense bomb dispenser, which requires you to be CC’d (and 9 times out of 10 when you are there are enemies within 240 radius so your dodge bomb will reveal you). Should be noted that autodefense is actually broken right now and doesn’t work as a smoke field. So I really don’t see how this helps engi’s stealthing at all. It would increase might stacking for both FT and Bomb builds a decent amount though, and add easier access to weakness for builds taking mortar.
It wouldn’t be very useful for stacking stealth because the damage reveals you easily. At 240 radius (once it gets fixed) you’ll basically have to be safely away from your enemy to not get revealed.
I’d be more concerned about using it for heavy healing with mortar’s water field, or ranger’s healing spring, but personally I feel the former is too long in duration already for how long the field is.
Even with permanent vigor, energy sigil, and traited elixir r, a no-cooldown thermobaric with the current soothing detonation wouldn’t be OP. You’re looking at 2 base dodges plus 1 every 7.5s from endurance regen plus 1 per 9s from sigil plus 2 per 24s from elixir r, which after your initial 2 dodges are spent adds up to an average of one dodge every 3.05 seconds (24.6% uptime on evade frames). With Cleric’s amulet and the +250 healing power from regen, you’re looking at 630 healing per dodge, meaning you would get 206.5 hp/s out of it assuming you time all your energy swaps perfectly, use elixir r off cooldown, and never let your endurance hit max outside of elixir r. For comparison, at the same healing power, backpack regenerator provides 189.5 hp/s, and regeneration provides 311.25 hp/s.
You can damage some of them before they show up visually, and killing them then will bug it. So if you say did too much damage while pre-stacking might…
You could have them recharge in the background, because apparently that change was fine for mesmer mantras.
In the event of a tie, the team with the highest total personal score wins. If both teams have the exact same total personal score, the servers execute “BecomeSkyNet.exe”, and I think we all know what happens afterwards.
I misread the title as “Dungeon Girls” and was confused for a minute there…. too much DanMachi I think.
Anyway, I’d put the average time per PvP match loser to 18 minutes due to queue times, but it does vary a little based on the map you get, and the average will be lower in unranked than ranked because of it.
Also, you’re going to get 63, 66, or 69 tokens for the first completion of a path per day, not 60, because of the bags-of-open-these-because-we-said-so.
What I was hoping for was that instead of a full recharge, it would instead take xx seconds off the recharge of the skill. That would keep it useful without making it overpowered when used with things like toss elixir r and toss elixir x.
Have you tried winning instead?
Fixing forum bug.
The June 23rd patch undid two years of balancing. The game was far superior before these changes.
ANet’s balancing isn’t perfect, and even they know it. If it was, we wouldn’t see so many people complaining about d/d eles and mantra shatter lockdown mesmers everywhere. The last changes they made completely shifted the meta, from team compositions to individual builds, and a lot of the previous balance was thrown out the window.
You’re free to suggest whatever you want considering balance around the average player, but ANet isn’t going to consider it seriously unless it also makes sense from a high tier perspective. If you want to change that, you’ll have to show them why it would be worth it to balance around the average player instead.
This game isn’t balanced around the common player though. It’s balanced around high tier because ANet wants to be #esports.
TCG ran double ele thief mes war in this past Go4 cup. Or is this another tournament you’re thinking of?
“Oh look, a new thread on the front page. Wonder who necro’d this one.”
“Oh look a new thread on the front page, I wonder who necro’d this one?”
The only effects that work on Med Kit’s f1 instead of its 6 are the minor traits from the Inventions line (regen + damaging condi remove on heal). All the ‘on heal’ procs from runes still work on the kit swap (6) instead.
This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.
Is this a fix for the whole skill queuing system (affecting other professions as well), or just for the Revenant’s case?
Not recharging Cleansing Burst or gadgeteer-overcharged AMR, however, does prevent it from being useful.
Once again, I did not cross it 4 times. The ring was not even placed until I was about to start the final jump. The edge of the ring overlapped the top of the wall/rail thing, and as I jumped over it (once), I went from 0 stacks of burning to 12. I was watching my health at this point and saw the stacks appear. No skill should be stacking 12 burning in less than a second.
I did not cross it multiple times. I jumped through it once to get on top of the ledge. I would have been dead from the dps warrior had I not made the jump, and had no blocks available. Yet still, 0 burning to 12 stacks. Something ain’t right here.