Showing Posts For RabbitUp.8294:

[Picture] Kit Request / Awesome Drawing

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

It really looks good, but so did some of our backpacks.

The problem remains the same that no matter how good something looks, if you can’t customize or remove it, it limits your character’s concept and your transmuted gear’s look.

When I first rolled an engineer, I chose the backpack item. That was without knowing anything about kits. I had this concept in mind that my character was a curious Sylvari that wanted to explore the world, and the Engineer profession symbolised that knowledge he would acquire over time, which was very different from an innate power like magic, or combat training. The backpack really fit well with that concept.

But, it’s different for others. They don’t have to follow the same concept. They want the freedom to choose, to look bad kitten , to be able to use back slot items freely, to display their weapons, etc. That was the problem, and while there was a vocal crowd that really disliked the way hobosacks looked, the bigger problem was always the limit of options, regardless of how good (or bad) hobosacks really looked.

Collectors Edition CBT Access

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

Why not? Would just be an added bonus for the purchase. A GW2 collectors edition would still be relevant to GW2:HoT. Since you need the base game to play.

And you retain access to the base game, as well as the perks that came with the collector’s edition of it, even after HoT.

When you bought the game 3 years ago, a sense of entitlement was not included in the exclusive bonuses. It’s not fair to expect any form of special treatment, besides what was promised to you at that time, and what others denied access to when they chose to buy the standard game.

My thoughts on the Beta Item

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

They should’ve just sent out emails again.
If you don’t get one, no biggie, you might get in on the next one.

With the portals, it just feels like a slap in the face to try and grind it for the better part of the week and don’t get one, only to see tons of people getting them in the first 5 minutes from a random mob.

You don’t put in effort to sign up for a newsletter. If you farm for that thing for over 50 hours, like many of us did, and don’t get one, you put in a lot of effort with absolutely no return.

It was your choice to put this much effort. You could’ve also logged in, open exactly one chest in SW, and log off. You put minimal effort, and you take your chances at getting the portal. Same as signing up for the beta.

The difference is that with this system you can choose to spend 50 hours to increase your chances (that’s all you get out of it, nobody promised you were guaranteed a portal after 50 hours), while you cannot sign up 50 times.

Hero Points & old characters: breach of trust

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

To me this is big issue, and bit too much effort too.

I have 11 accounts, and all accounts have 8 characters. So totally I have 88 characters.

Well, that’s absurd, no matter what system they implement. Even restoring your builds, choosing the new traits and re-slotting the utilities will take days.

I have played them one by one and level them all to level 80. I have all traits and skills open, so literally they are ready for next phase of plan. I have level them by opening waypoints and done all hearts and their stories. Only one of my character have done map completion.

If you levelled them all like that, then how come they don’t have at least 65 skill challenges unlocked already? You must have been actively try to avoid them if you normally levelled up a PvE character like that.

New image tweeted by Anet (Guardian?)

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

Either Paragon or Seraph/Seraphim*, i would say.

*due of the multiple pairs of wings

The game already has “Seraph,” and they are specifically the human military. I’m pretty sure the profession won’t be named something with that amount of confusion potential.

I think the wings may just be artistic license, or a blue shading of the current black wings.

Long bow … I’m so torn which one to put on my sylvari guardian. Though Chaos and White Hart are looking best to me right now, there’s a few good ones for her. Opinions? (I don’t have the last two, so it would take major effort to get them).

Wings of Dwayna is my favorite, followed closely by Sovereign. But White Hart is pretty good, too.

I really like the Zodiac one, but at that price, I might as well go for a Legendary.

New Speculation on Elite Specs = Dual Class

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

I don’t think mechanics are sacred to any particular class. The only thing that retains some exclusivity is the flavour behind the skill.

Like you said, Chrono Wells look, feel and play different than the Necro ones. Similarly, illusory Mesmer clones can look, feel and play different than a holographic projection an Engineer might utilize (I don’t think the concept of elemental clones make much sense, and it’s too similar to Glyph of Elementals/Lesser Elementals). The hologram could be immobile and use the new taunt mechanic, for example. And/or utilize a mine.

I agree that skill types are not necessarily sacrid to one profession, however I think profession mechanics should remain sacrid. So while I have no objection to other professions getting clones, I do not think anyone but Mesmer should be able to shatter them. That said, they need to be careful not to take away that unique feeling each profession should have, and I think that might be what Shiki and Sarie are concerned about.

The Mesmer is kind of what it is because of their clones. If you gave clones to another profession you run the risk of making the Mesmer less appealing and less unique feeling. However, if it was done right I see no issue with clones ‘done differently’ being added to other profs. For example the Engi holograms may be classified as clones but behave very differently.

Btw, I really like the idea of a taunting mine hidden by a hologram .

Oh yes, I can understand that. I would feel cheated, too, if another profession got Kits identical to the engineer, for example. But bundles like the Elemental weapons elementalists summon play and look different enough.

Similarly, shattering clones should remain exclusive (it’s the mesmer’s profession mechanic, after all).

Hero Points & old characters: breach of trust

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

There’s just so much misinformation, and doomsaying in this thread. Let’s take a minute to calm down.

First for all, if you only play PvP, then get out. This doesn’t concern you, you unlock everything for free.

If you play PvE, you can’t pick and choose your content, world completion is an integral part of PvE. You don’t even need anything near 100% world completion, only 65 out of 189 skill challenges. My casual 29% world completion toon has 50 already and I wasn’t actively trying to do skill challenges.

So, in the end, this only concerns the WvW players that have no skill challenges complete. We don’t know eveything about the new system, so I’m focusing on what we do know. You get 400 out of 465 skill points. Since skills and traits are now separated in thematic groups (all Cantrips, all Banners, etc.) it means that it’s easy to unlock everything your character needs. Do you run 10 different builds at the same time and change between skills that often? Even if it turns out you do not 465 points based on your current progress, there’s no actual reason to unlock absolutely everything right away, in one sitting, as soon as the expansion rolls out.

Plus, you do not have any elite specializations unlocked right now. One way or another, you will have to put some effort towards acquiring hero points for that. Without the argument of Anet resetting your progress, and if you just hate completing skill challenges, are you going to complain for that, too?

(edited by RabbitUp.8294)

New Speculation on Elite Specs = Dual Class

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

Well.. depends. I’d say “Minions” (and maybe Spectrals) is/are what was sacred about Necros, not Wells. And it’s not like Chrono-Wells are even remotely close to Necro-Wells, except for the fact they are ground targeted AoE’s that pulse their effects, and even then there are differences like the Memser-Wells getting a bonus effect on the last tick. If ele would get clones, they’d be elemental clones, not illusions, and even then phantasms would stay Mesmer Only, aswell as the shatters.

Just because they name something “clone” or “well” doesn’t mean it takes away a unique aspect of another class, it is just named that way to have syngery with existing sigills etc.

I mean, Corrosive Poison Cloud is basically a “bad” well. Things like the Eles fountain that pulses regen and heal could be considered a “well” aswell.

In other words, just because an ele could possibly create a waterclone when hit doesn’t mean that he can create a clone and leap back/forward, or create one that charges while he stays in place to confuzzle the enemy.

I don’t think mechanics are sacred to any particular class. The only thing that retains some exclusivity is the flavour behind the skill.

Like you said, Chrono Wells look, feel and play different than the Necro ones. Similarly, illusory Mesmer clones can look, feel and play different than a holographic projection an Engineer might utilize (I don’t think the concept of elemental clones make much sense, and it’s too similar to Glyph of Elementals/Lesser Elementals). The hologram could be immobile and use the new taunt mechanic, for example. And/or utilize a mine.

Well of Gravity rename suggestion

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

It’s called Gravity Well, not Well of Gravity.

https://youtu.be/vvpSVqvJLlo?t=25m18s
http://en.wikipedia.org/wiki/Gravity_well

New Speculation on Elite Specs = Dual Class

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

I don’t like your idea of Elementalists or Engineers with clones. I think some skill types need to remain sacred to their original professions and clones are certainly one of those skill types.

I don’t see how clones are more sacred that Wells, Gadgets, Mantras, Kits, etc.

Any skill type that was exclusive to a single class is as sacred as the other.

My thoughts on the Beta Item

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

Pretty sure, there aren’t 12 combinations.

D1:({6},{1,2,3,4,5,6})={(6,1),(6,2),(6,3),(6,4),(6,5),(6,6)}
D2:({1,2,3,4,5,6},{6})={(1,6),(2,6),(3,6),(4,6),(5,6),(6,6)}
D1 ? D2 = {(6,1),(6,2),(6,3),(6,4),(6,5),(1,6),(2,6),(3,6),(4,6),(5,6),(6,6)}
|D1 ? D2|=11

Makes 11 in my book.

And if you want to talk about probability: Having grinded for 50 hours won’t increase your chance to get the drop within the next hour.
But there’s a tremendous difference between grinding for 50 hours and grinding for a single hour only. The one grinding for 50 hours is far more likely to get the drop than the one grinding for an hour, just the same as the one with 50 lots has a higher chance of winning than the one with a single lot only.
The chance of being drawn is the same for each individual lot, but having more increases the chances of winning.

You are absolutely right. My sleep-deprived mind counted (6,6) twice.

And your example demonstrates how the gambler’s fallacy applies to portal farming. The probability of getting the portal per hour played/per chest opened/per monster slain doesn’t increase the more you play, but when you examine the total number of hours/chests/monsters you go through in your play session, the numbers are different.

(edited by RabbitUp.8294)

New Speculation on Elite Specs = Dual Class

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

I’m pretty sure “dual-class” meant that the specialisation will fell like a class of its own, not that it literally combines 2 existing classes into a new one.

CONTINUUM SHIFT IS NOT A FREAKING DEATH SHROUD X_@

Depends on how you look at it.

You can say it’s a secondary health bar that’s created equal to what your health was when you used Split.

So, you Split with 10,000 health. Your secondary health bar is 10,000. All heals and damage apply to that health bar and are, thus, temporary. When the duration ends, the secondary health bar disappears and you are back to where you started.

The only difference is that, from what we know so far, if you die during that time, you are downed, instead of switching to your primary health bar.

My thoughts on the Beta Item

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

No it doesn’t because you do not exclude bad rolls so your chance gets a “reset” for every try.

That’s a false misconception. The chance of the single try is not related to the other ones, so the sense of having a greater chance by time is not real. Prove of that is that even if unlikely, there are people out there who farmed since the announcement and still didn’t get anything.

That’s not how it works. What you are describing is the gambler’s fallacy, that with each subsequent roll, the chance of the following roll giving the desired result increases, which is false. Each roll is independent and the chance of getting a 6 is 1/6. That doesn’t change.

However, if you roll 2 dice, the chance of getting 6 at least one time after rolling 2 dice is not 1/6, but 1/3 since there are 12 combinations that contain at least one 6, and 36 possible outcomes.

New Speculation on Elite Specs = Dual Class

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

Something to note:
The Chronomancer’s special weapon was (SHIELD) which neither the Mesmer nor Necromancer can use.. interesting.

So far I have a few hints myself.

*Guardian- getting Bow
*Engineer- getting Hammer
*Elementalist – getting Sword
*Thief – getting Rifle
*Ranger – getting Staff
*Necromancer – getting GreatSword

I think the absence of these weapons from certain armour types had a role to play in choosing the new weapons, especially for a weapon like Hammer that was restricted to Heavy Armour.

And we do know theme/flavour had an impact with Mesmer (confirmed in the article), as well as the Engineer (based on the way the word the teases).

My thoughts on the Beta Item

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

Also, the new system doesn’t increase your chance, RNG is still RNG, what change is the felling of since you are doing something then the chances are higher.

Actually, it does. There’s always an RNG factor, but your chances of getting the protal increase based on how much you farm.

It’s like trying to get 6 with a six-sided die. The chances increase the more dice you roll.

[PetPeeve] STOP The RNG

in Guild Wars 2: Heart of Thorns

Posted by: RabbitUp.8294

RabbitUp.8294

I thought this was going to be about RNG in skills. You know, worthwhile discussion.

Article on Ten Ton Hammer About Turrets

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Posted by: RabbitUp.8294

RabbitUp.8294

The problems with turrets was the frustrating and dull game-play they did oppose on their enemies, the way too easy pug-farm and a way too high reward for way too low risk.

So the problem is that it annoyed you? You support invalidating builds based on how much fun you have against them.

This is getting better and better.

Singled out for Destruction RIP Turrets

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Is passive play the new buzzword? Should we gut Banners next? Or Phantasms, since they got tons of new trait support? Or even conditions, since you don’t have to do anything after you apply them, you can sit back and watch them tick. I don’t see how any of the above is more active.

A competitive game should focus on play and counterplay, not active and passive gamestyle.

Turrets could do damage even when the Engineer built full tank. That, (and the fact they were viable enough in the first place to cause this), were the problems. Any skill, no matter how active or passive, would be problematic, if, when traited, could deal the same amounts of damage without requiring any gear dedication. You are complaining that the engineer’s own actions didn’t matter after the turrets were deployed. How does the fix change that? How does making the turrets be made out of paper makes engineers more active in the fight?

The answer is it doesn’t. It’s just a more delicate way to basically delete the skills from game. And it sets a bad example; if you can’t balance it, remove it.

If you want more active turret engineers, then give them more options. They can’t have a utility bar, a toolbelt, or a second weapon. This didn’t change. At the very least, make the respective toolbelt skill usable while the turret is deployed, by putting the detonation button to the turret skill, and it can used when the overcharge skill is on cooldown.

(edited by RabbitUp.8294)

[Thought Experiment] A 5th skill type?

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Posted by: RabbitUp.8294

RabbitUp.8294

By the look of things, they will be adding a new previously unavailable type of skills for each class through elite specs.

Engineers could get skills of various existing types, though, since we know they are getting the new flying drones/turrets, and I can’t imagine they would want to implement a full AI line, especially not after the turret issues.

Of course, the new drones could be a weapon skill, but I doubt it.

Elixier X style suggestion

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

I’d say Elexir X should transform us into some kinda slime creature or give us slime properties and boons (also pulsing stability) while letting us continue using our weapon/utility skills.

Toss elexir X should transform our enemies into slimes (that can’t do much) or give allies the slime transformation bonuses noted above.

That would require new animations for every single ability, not to mention weird interactions, like a slime creature swinging a hammer. It will never happen.

All transforms use unique skills for that reason.

Rune of Lyssa

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

If Mortar becomes a regular kit, do you think Lyssa would be worth as a 45 sec cooldown condi cleanser?

Robo-legs in firearms?

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

It doesn’t really belong to Inventions, either. Inventions has ally support and turret traits. Selfish utility traits belong to Tools.

A requiem for the Rifle Mesmer we almost got.

in Mesmer

Posted by: RabbitUp.8294

RabbitUp.8294

Don’t make the assumption that if Mesmers got rifle, ut would only mean 3 more weapons skills, with everything would else remaining the same. Plus, rifle would have to compete with GS.

Shield-based Chronomancer is a blatant reference to Homura Akemi from Puella Magi Madoka Magica.

And rifle would be a reference to Mami Tomoe?

It’s not impossible for 2 seperate group of people to independently notice that shields are round and can (be made to) resemble a clock’s movement.

(edited by RabbitUp.8294)

Welcome mesmers the OP-amancer

in Mesmer

Posted by: RabbitUp.8294

RabbitUp.8294

Isn’t 66% a bit too powerful? o.O

really depends on how much access we have to it and for how long it lasts…

For starters, a minor trait of the elite spec trait line gives you alacrity every time you shatter.

I say that’s pretty accessible.

Mainhand Pistol for Mesmer please!

in Mesmer

Posted by: RabbitUp.8294

RabbitUp.8294

I would support this, only for the possibility of having a Mesmer (or any class for that matter) wield the Quip and the Minstrel at the same time.

Chronomancer Shatter Elite Combo Resets

in Mesmer

Posted by: RabbitUp.8294

RabbitUp.8294

It would only reset the signet if you used it while the shatter’s duration is going, and in that case it wouldn’t reset the shatter since it still has it’s 2nd part

It still means that if you opt to include Signet of Illusions on your bar, Continuum Split/Shift’s cooldown will be a very manageable 90 second one.

Chronomancer Shatter Elite Combo Resets

in Mesmer

Posted by: RabbitUp.8294

RabbitUp.8294

That reminds me.. Signet of Illusions will likely be hella valuable when chronomancer drops.

But continuum shift is a two-part skill, so it won’t go on cooldown until after you activate signet of illusions. Unfortunately this means you can’t eternally reset F5.

Correct me if I’m wrong, but resets occur after you use the second part of F5. So:

Step 1: You activate F5
Step 2: You spend your cooldowns
Step 3: F5 again, everything is reset
Step 4: Signet of Illusions, F5 is reset
Go back to Step 1

Signet will be reset by the time you use both parts of your F5 again, so it loops. I don’t think they said only cooldowns used between the 2 casts of F5 are reset.

Edit: Nvm, I read it again. Continuum Shift reverts the cooldowns to what they were when the first part of F5, Continuum Split, was activated.

So in this case, at the second cast of F5, Sigil will be on cooldown and that cooldown will actually be elongated. Still, you can get 3 casts of all your skills. That’s ridiculous.

Or you can activate them “only” 2 times and avoid putting them on their regular cooldown. I’m sure Pvp will enjoy 20 seconds of Moa every 90 seconds.

(edited by RabbitUp.8294)

HoT Turret Trait suggestion

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Since when was ai the problem? Conditions are ai. After you apply them, you just watch them tick, no further actions required on your part. Your opponent can cleanse them, like they can destroy the turrets.

If traited conditions did enough damage without any gear investment, so that you could build tanky instead, they would be a problem, too.

Not to mention that after the trait changes, Phantasms will be the new turrets.

[PvP] FiveGauge's Specialization Review

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Posted by: RabbitUp.8294

RabbitUp.8294

  • Bunker Down has been reworked and added to Inventions as a Grandmaster. Procs ‘Drop Bandage’ on crit, with a 2s ICD. Seeing as these bandages heal for 1000 base and scale at 50% of healing power each, that would enable the Engineer to drop enough deuces to heal an army with a Celestial or support build that could crit enough!

Where did you get these numbers from?

The way the trait was presented in the stream, it’s supposed to retain its original functionality and deploy mines, too, but maybe it wasn’t clear or I misunderstood.

turrets are now completely useless

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Hence why they die faster than ANY non sacrifice based pet in the game now.

I guess you don’t play a mesmer or you would of known that clones & illusions upon summoning dies upon hit by any aoe, condi or direct damage. & that’s b4 sacrifice. So i don’t know why you complaining. FYI: Even now, turrets have more life then clones.

I didn’t know my weapon skills could summon turrets. Or that the skills go on cooldown while the turrets are active so I can deploy them again after they’re destroyed.

At least you could have compared them to phantasms, not kittening clones.

Your best looking character.

in Guild Wars 2 Discussion

Posted by: RabbitUp.8294

RabbitUp.8294

This is my purr-tea-yes-t character.

Does anyone know what armor this is?

Helmet – hidden (the mushroom cap is a male Sylvari hairstyle)
Shoulders – hidden
Coat – Medium heritage armor (Eye of the North unlock from playing GW1)
Gloves – Medium heritage armor (Eye of the North unlock from playing GW1)

Thank you

Your best looking character.

in Guild Wars 2 Discussion

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RabbitUp.8294

This is my purr-tea-yes-t character.

Does anyone know what armor this is?

Moa doesn't really fit Engi

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Posted by: RabbitUp.8294

RabbitUp.8294

Between U and X, we copy skills from Guardian, Warrior, Thief, Elementalist and Necro. If we do get a Moa morph, Rangers and Revenants will be the only ones left.

On a side note, we also have access to the most fields, all except Ethereal and Dark. That’s provided the new Mortal retails access to the Ice Field.

Moa doesn't really fit Engi

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Moa morph for Engies! I’m sorry, but that’s just being lazy.

When you’re giving a class a new ability, at the very least do it in a way that is vaguely consistent with the theme of the class.

Ozze morph for the Engie, I can get.
Golem morph, even more so.

But moa morph for engies – get out of here!

What part of placeholder is difficult to understand?

That been said, Elixir X (and Elixir U) is all about copying other classes’ elites. It’s part of the theme of the engi class.

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: RabbitUp.8294

RabbitUp.8294

Anet, I want a cotton boll afro hairstyle for male and female sylvaris. Sylvaris don’t have crazier hairstyle option, apart from the mushroom hat.

Last Engineer Update - Meaningless

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

I can understand some of the reasoning behind it. Pets and minions can be affected by conditions, it seems strange that engi turrets aren’t just because the engi follows a particular visual style (because they’re mechanic, not living).

Pets and minions can move and deal crits themselves.

Now, I’m not saying the nerfs were unjustified, but that logic is faulty.

Lack of Auto-repair trait...

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

But the wench should get the repair boost as baseline to make up for it, I think.

I’ve never ever seen anyone use this for that purpose.

It was fun while leveling. I used Thumber to tank bosses, then tried to position properly so that I can hit both the boss and Thumber with a few cleaves after using Tool Kit’s 5 and 3.

Engineer Preperation

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Posted by: RabbitUp.8294

RabbitUp.8294

I got a Mecha Anchor (._. )

Where Did Bunker Down Go?

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

It’s a Grandmaster in Inventions. It also procs med kits, on top of the mines, now.

Autodefense Bomb Dispenser

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Posted by: RabbitUp.8294

RabbitUp.8294

Engineers are the only profession without a revive trait. How about making ABD trigger on revive, too?

It’s in the inventions trait line, the main team support/healer trait line, and has to compete with heal=blast.

Moa doesn't really fit Engi

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Oozes

/thread

If it’s oozes, I want those pink and blue swirly oozes you see when you’re hallucinating in one of the Sylvari story missions (Trouble at the Roots, I think).

If you merge Speedy Kits with Kit Refinement

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

I agree that Kit Refinement has its own share of issues, but even the pre-nerfed version, without the shared cooldown and with the better procs, clashes with the idea of constantly swapping Kits every 10 seconds to keep Speedy Kit’s swiftness up.

Healing Skills need Balancing

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

I don’t agree with splitting Elixir’s H healing between the base and toolbelt skills. Other classes have to deal with getting their heals interrupted, Elixir H just needs to be worth the trouble.

Removing the RNG impact is the right approach. Make Elixir H a heal+regen, and Toss Elixir H a AoE 5sec protection and 5sec ethereal field (similar to Necro’s Spectral Wall), so it has its own little niche.

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Remember that medkit provides descent swiftness uptime as well. Maybe it will be worth using after the redesign, maybe not. Let the update take place and we will see.

They would have to make it really good to get people to drop Healing Turret then, especially since that Engineer will be getting many more blast finishers, the value of Healing Turret will only go up not down.

Med Kit also gets quickness (without drawbacks) on its 3. And we don’t know exactly how 1 and 2 work.

And with the blast on heal trait, you can trigger a blast finisher every time the trait is off its internal cooldown.

(edited by RabbitUp.8294)

If you merge Speedy Kits with Kit Refinement

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

So change Speedy Kits to give 5 seconds of swiftness while wielding a kit, with a 5 second cooldown.

The problem with this is that it’s possible to drop the kit right before a pulse and lose the swiftness boon. (Then again, this could be a legit “get good” scenario and an acceptable drawback to the trait, so I’m not against it.)

Otherwise, if it’s mechanically possible, making kit drop act as a trigger for a 5 sec swiftness boon would be ideal.

(edited by RabbitUp.8294)

If you merge Speedy Kits with Kit Refinement

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Posted by: RabbitUp.8294

RabbitUp.8294

At least change how Speedy Kits work.

Speedy Kits requires kit change every 10 seconds. Kit Refinement wants you to be more strategic with your kit changes, instead. They clash a bit too much.

So, make Speedy Kits works like this: Wielding a kit grants you perma swiftness that lingers for 5 sec after you drop the kit.

as a PVE engie

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Except the hobosacks, which I hate but to be honest the way grenade kit will look isn’t that good either, they didn’t fix anything.

Really? Did you watch the stream or read up on the changes?

Hobo Sacks: A Terrible Fashion Statement

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Posted by: RabbitUp.8294

RabbitUp.8294

from skech to quick, basic render, can we hold belt with grape-nades?

That looks quite nice. Good job.

No belts pls … they ruin the visual appearence too. Something in the hands is the best solution.

I assume Witaminka is not talking about an actual belt around the waist, but a leather strap like the one in the 3d render. The strap going upwards is the one the engi is going to hold in their hand.

Could someone post the link to the information? Didn’t find it on their YouTube channel
thanks in advance

http://www.twitch.tv/guildwars2/c/6594135

Engi starts at 1h57m or so

(edited by RabbitUp.8294)

Mortars being kits.

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

Rangers’ longbow is 1200, or 1500 with trait (1500 baseline after the changes)

I don’t like the idea of long cooldowns on mortar, simply because it fills a specific niche. It’s going to be our only long range option, so it needs some spammable skills, at least, even if just a couple and has to fill Grenades’ shoes in that regard. It’ll probably not be practical enough to be used as part of a standard rotation, either.

Yes, it’s an elite, but we have 2 other elite-feeling options already, so a standard kit can work. Plus, we get a very impressive looking toolbelt skill.

(edited by RabbitUp.8294)

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

I don’t see what’s to be sad about though. Sure we lose the completely innacurate super long range grenade option… instead we get a mortar kit! Seems like a lot of fun. And a built in rifle range increase.

This. Grenades are not gutted without compensation.

Long range grenades never made sense thematically, while a 1500 (hopefully) range mortar fits the theme, and since it’s an elite, we get tons of combo field and blast finisher goodness.

Grenades, on the other hand, are made more reliable at <900 range with the increased velocity.