Yes please, these minors are soo bad.
So recently, according to a lot of players, you guys added a skill queue. This might be a good change for certain people but it is quite annoying to deal with and makes PvP a lot less responsive. So please add a toggle option so we can either put it on or off.
I’ve seen a lot of these threads but haven’t seen any Dev response yet. If they already did say something I apoligize and probably missed it.
Change it to reduce condition duration either 15-30% and it’s all good. What warrior needs is defensive buffs. Not offensive ones.
Alright tried to make it a bit better:
V2: http://intothemists.com/calc/?build=-VRw;2Z;0h0c-cQFx0;9;49-TJ92;346A19-3;0XJ;4NV05NV052ZF
- Grabbed shield for mode defence, more suitable for node defence. Dropped powershoes for reinforced shield – better trait wise.
- Dropped kit regen for KR. Basically a 1k hp loss along with a 125 hp a sec regen for a pull bomb and 10% more crit damage.
- Dropped rune of divinity for rune of the thief, it’s a hybrid build and the 10% more damage will work fine with bombs I think since your enemy will most likely be mostly not directly looking at the explosions.
Thoughts?
Whaha.. How amusing
Well it is a Hybrid build and while I’m running ravid I still have 2.4k attack power along with 60% crit rate due a high uptime on fury. The reason I went with divinity is the crit damage and allround stats. Since rabid ups your precision a lot it indirectly ups your direct damage aswell since crit is a 1.5x multiplier. So I solely took them to get my direct damage up.
Might swap shield in remove powershoes.
Self reg device and cloaking are bad for holding a node so I didn’t take those for that reason. As a node def you need to prevent decap and self reg and cloaking won’t contest it and might end up decapping it.
Injection is good but I have 3k armor when I use shield and rather have less cd on my buffs/condi remov.
Well it is a node defence/assault spec which means you’ll be in range of your bombs about all the time. 25% more movement speed in combat is actually a great trait due the increase of mobility snares are less effective and your bombs are easier to land on your opponent. 5% toughness into power since it’s hybrid and nothing else you can really get. Also the trait line gives you healing power which synergizes well with elixers>regen, elixer infused bombs and kit regen. Besides that you only hop into p/p for ranged (which you barely are cuz of node defence/assault) or use 2-5 which have a short casting time except poison volley. Your bomb kit autoattack hits a lot harder than pp auto and due long cd’s you’re spending most of your time in bomb kit really. Besides that bomb kit is more a DD kit than CD. It scales better with power. If I wanted a condi spec I’d run nades anyway. Movement + dodging works fine with elixer infused on nodes for me atleast. Besides that they fixed the bug that would make your bomb radius smaller and thus not healing you as often.
240 hp per 0,8s? I think that adds a ton to your survivability.
Honestly why didn’t you spend a bit more time on creating all weapon skins and release it later? You didn’t announce this, has very little to do with April fools and no one would mind if you released it later..
Wouldn’t say it’ s really good for PvE due lack of AoE but yeah as you said, stack power/prec/critdmg and you’ll hit really hard.
Basically tried to make a build that has high survivability yet high damage in general. Basically a strong allround build. Thoughts?
V2: http://intothemists.com/calc/?build=-VRw;2Z;0h0c-cQFx0;9;49-TJ92;346A19-3;0XJ;4NV05NV052ZF
(edited by Resouled.5614)
5 kit engineers.. Aww yeah.
While this is quite a cool update in general and I even enjoyed it, as a PvPer by heart it does make me feel sad at the same time. I mean the “PvP patch” (allthough this lost it’s meaning a long time ago) was now suposed to be in April along with the WvW update if I’m not mistaken. Just a few days after the patch they launch this huge PvE update that must’ve cost a ton of resources while the PvP patch included well mostly nothing. It’s obvious that they care more for PvE atm which makes sense I guess. However we basically ended up with even less features than release and the PvP part is in a terrible state. They should really step up now, leave PvE for what it is and focus on PvP until it is in a decent shape.
(edited by Resouled.5614)
In terms of “must have”
1. Ele
2. Guardian
3. Mesmer
4. Thief
5. Necro
6. Engineer
7. Ranger
8. Warrior
Obviously depends on the builds really but yeah. This is basically what I think.
Nerf warrior pl0x, they’re so OP!!!
Well no wonder we barely have any PvP features.. They’re all working on this kind of stuff. How awesome these random events may be I’d rather have them focus on one thing at a time.
Rather have Custom Arena’s since they can somewhat solve 1 and 2. Besides that gold would be a better choice since you can exchange them for gems which is for PvPers more useful imo. (Char slots, skins, duture CA fee). I agree with the other points you made.
Well I play tournaments only with a full team and as a staff ele I srand on ledges to support and don’t really get in melee range. Quite similar to like well bombing necro or engineer HGH nades. Worse in terms of damage better in terms of support.
PvP and PvE runes stack in terms of tooltips. You don’t get double the stats however or rune of the engineer must be an exception.
Well it has better AoE cleansing and healing abilities and offers better AoE chill and 2 waterfields. Also more area denial and 1200 range. But yeah I guess it’s inferior to D/D. However it’s way more fun to play and if played right can be equally effective I think. And prolly outshines the AoE healing of a D/D ele.
It had some good stuff and bad stuff.. In general yeah I’m not really dissapointed since I didn’t expect much in the first place. But as said before the time it takes to actually get the features we want is taking too long. Besides that balancing seems off from what needs to be done. And in general there are still too many bugs around with skills and traits.
Edit: NewER condi build
http://gw2skills.net/editor/?fcAQJAqalspSXHxSfF17ICoC5loHPGlNZfewWPIEC;ToAAzCpo+y8l4L7XuvkfNWYKC
Best one I’ve found so far. This crosses into the realm of ridiculous. I’ve seen 155 bleed ticks with this build. Absolutely OP. Seriously, this is dumb. Good enough survivability, INSANE damage, ridiculous cleaves and general condi-output
You’ve finally figured out my build, good job.
No offence but “your” build has been out way before it got popular cuz you posted it.
Was quite odd to see Redguard do tournaments today.. I was expecting more from the considered best GvG guild though.. Anyway, still good fights guys!
Played the usual 0/10/0/30/30 with the proper staff traits and kitten . staff is an amazing weapon to support the mid point.. Sure 1v1 it’s bad and you don’t have too much mobility but your support is amazing! AoE might, AoE frost armor, AoE swiftness and perhaps the most important one, AoE healing! Thr massive AoE does a ton of damage even when you use soldiers or some defensive amulet. I actually felt more effective than a D/D ele. So yeah.. where are all the staff eles? Maybe still not as effective as D/D but it’s not unviable imo at all..
I’m hoping for better grandmaster tool traits. The ones we have now are generally worse than the adept ones..
And up again..
Would like to know if you’re aware or you didn’t notice.
Bump.. Hope to get a reply soon..
Well I must say it feels quite bad to not get the 10 extra laurels while I pvp everyday oposed to many of my guildies that just hop in a couple of times to get another 10 laurels. Would be nice if the PvPers would actually get their 10 laurels although they completed it before the patch.
And up again.. would be nice to know if they even know it’s bugged and why it’s taking so long.
Orrian + inq gloves and boots along with plated rifle looks awesome on my engineer in PvP.
Guess the KR bomb proc interrupts prybar then. Too bad.
Aw.. That’s too bad. Guess I’ve to stick with magnet-prybar-glue-concussion-static then hehe
Well it’s somewhat decent for static discharge I supose..
Yep, posted another thread in the bug section. Still no replies though.
Not ingame atm but as the title says does swapping kits interrupt channeled skills? If it doesn’t this combo could work really well.
Using KR, starting in toolkit:
Magnet-Prybar-While channeling prybar swap bomb kit-Concussion bomb-Glueshot-Static shot.
Oh god the best thing is Tornado though. Done this a couple a times against decap eles running tornado. Throw elixer s-stability and use prybar, concussion bomb and static shot. Instakills any ele since tornado procs confusion 3 times a second.
Yeah great buff for PvP..
Bump.
/15 char
I for one will still use KR but only with 1 kit.
Which kit?
I’m struggling to think of a one-kit build that wouldn’t be better off putting those 10pts elsewhere.Tools was never a great trait line to start with. Take KR out of the mix and it’s going to see even less use.
Bomb kit mostly.
Nope. Working as intended. Kits have a static attack value around 900 or so.
I’m just proving you that the new KR is worse and can be very inefficient. I for one will still use KR but only with 1 kit. Or run 3 kits w/o KR.
Oh and superspeed always worked like this. Double speed in combat and unaffected by snares.
While I do agree we don’t really need condition dmg buffs thieves do and it’s odd to tell us we’re getting a condition dmg buff while in the end we didn’t get such buff.
Thieves don’t need any buffs at all unless stealth is nerfed to balance out whatever buff they get.
Prolong revealed by 1s is quite a stealth nerf and so is the 5s reduce on caltrops. Condi thieves are terrible atm. Only thing that makes them somewhat good was caltrops+malice but even that was crap in current meta. And deathblossom is the most obvious skill ever. Only P/D is somewhat viable in WvW but the revealed nerf makes that a lot less effective too.
The speed only works in combat and since your target isn’t attacking you the speed won’t benefit you at all. Besides that glueshot into magnet is a waste of glueshot the immo on impact is way more important. Anyway it’s just 1 example there are way more. It’s about having to use KR skills when they’re not optimal.
Elixer bomb with KR might be viable too. Have been playing it for a while now and seems decent. Not as strong as condi nades though but good in node assault or defence.
No rampagers
HGH condi nade variants are quite viable imo.
Since release this trait has been bugged. Will you fix it anytime soon?
While I do agree we don’t really need condition dmg buffs thieves do and it’s odd to tell us we’re getting a condition dmg buff while in the end we didn’t get such buff.
Alright simple question Nakoda,
Let’s say there’s an enemy running infront of me at 1200 range and my pistol won’t reach. I’m running toolkit so why not use the pull? But wait.. This will proc superspeed and put KR on cd. So I’ve to start a fight w/o KR or leave the guy alone. This is just one example. What others are trying to say is that KR refinement can proc when you need a certain kit skill but not the KR skill when KR is not on cd. This basically means you can’t switch kits when KR is off cooldown when you don’t need a KR skill.