Seeing how i ve had nothing but failures of runs in such stupid simple event i feel there should be someone repeating what has to be done somewhere people might actually see
1. IF YOU DIE USE A WAYPOINT also known as a WP
2. DO NOT TRY TO MELEE THE AXE MASTER or BLADEDANCER at least if you’re running glasscannon and if they arent stunned due to broken defiance bar
3. when you reach the towers have two persons with tags and split into two groups a zerg group and a smaller group to focus on killing the boss
4. Zerg group : kill risen preservers and as fast as possible move to the next one ignore all the mobs and do not try to help the boss group as you ll scale the boss
5. IF YOU DIE USE A WAYPOINT
6. if your zerg group is good at doing what they are supposed to do boss group may assist another lane if they are struggling
Edit: DS Stands for Dragon Stand wich is the name of the map
Weaponswap cooldown on the engineer? No thanks, I would instead advocate for more kits and making kits usable without having to trait for them (grenade kit explosion radius).
Same here. More kits is best idea which I ever see here.
alrite a Rifle Kit would do i guess
in terms of competitive audience switching over to bns pvp sure can see a big loss but other than that blade & soul has a diferent feel in gameplay compared to gw2 so not really a threat
Dunno for PvE, but for PvP I dont remember an engineer metabuild without kits, and every single kit of not meta is totaly viable. Also, with Stealth gyro I cannot see how you can actually manage to kill an engineer if he can stealth&heal while in elixir S, pretty much like ele vapor form. And, if the elixir proc annoys you you can run the heal on kit trait. I feel like weapon swap is an unnecessary buff :/
how exactly would having weapon swap break engineer
at most it would open up options for non kit builds
hell even tera is got DX11 now and they too started with DX 9
Kits are useless in pve??? O-o. Open world: 4 kit condi in hot areas(almost every champ solo). Raid: 4 kit condi. Dungeon speed run: 4 kit power. Tell me that kit’s are useless.
You can easilly swap utilitiy on demand situation. And if you speaking about pvp, so except slickshoes i want see minot improve in gadgets.
i ve been soloing champs without kits myself , they are useful but they are not that holy grail yoour praising them as, well at least the condi one definetly is superior over direct damage build
either way
i dont see how adding weapon swap functionality becomes a negative
Now that we can wield a melee primary weap, I totally agree we should be given weapon swap. Just like ranger with LB/GS using traps, access to melee and ranged, with choice of melee or ranged skills/utilities. My agreement being said, hammer p/p engi is too op to fathom. It would be more game breaking than recent dd cele ele meta.
Elixir s? You want skills with auto stun break and invlun? Where are you currently finding a use for this in-game? For pvp, sneak gyro and EG do everything that elixir s does, equivalent or better, on top of having multitudes of other applications, that elixir s does. Only time elixir s is useful is in pvp, and only on the auto proc in alchemy. Otherwise it is a wasted utility/elixir slot.
and that is precisely my point the elixir itself is pretty bad sure its a stun break and invuln but you cannot do anything besides running as soon it is activated
so good luck if you had the elixir S trait while you are against a condi spamming build and it goes off while you got 5-6+ conditions thats 4 seconds you cannot take action against the damage
(edited by Rezzet.3614)
at this time i see no longer any excuse for engineer not having a weapon swap function and or having a kitten invulnerability what exactly justifies engineer’s elixir S invulnerability to make them unable to use skills if its for the sake of “Realism” because we shrink then we should demand for elixir S to instead of shrink us make us metal skinned and it even coincides with the name Elixir Steel
it is unfair to be unable to do anything while everyone else can burst and heal and what not while invuln and to think the excuse for engi elixir nerf was because we could heal meanwhile warrior gets to heal while hit or regenerate from signet ontop of two invulns and neither cripple them
as far as weapon swap goes the only excuse for not having it is simply kits but carrying 3-4 of those is stupid and innefective in realistic scenarios , kits are next to useless in pve except for the flamethrower and in pvp basically elixir gun and tool kit are the only viable kits the flamethrower is picked up in pvp only for its toobelt skill wich slaps about 6 burn stacks
if we had the old mine kit still around then yeah would be cool and not to mention even kits are split in several trait lines
honestly weapon swap isnt that big of a deal for me as much as the elixir S crippling us for no reason heck most of my deaths in pvp were because the pesky elixir S passive pops up at a bad time
(edited by Rezzet.3614)
2: i havent seen anything wrong with pve mobs except for when theres an event that shuts down a road and spawns enemies endlessly but that is supposed to work that way
3. the hacker was stupid enough to Record Himself playing while hacking and some who played against him recorded as well so yeah there was planty of evidence.
4..sorry but no shatterer is a 12 foot story liutenant dragon he was meant to be the pinnacle of world bosses right now he’s a joke because of the exploit
5 mixd feelings on this one because there are those who consider all grinding unnecesary but there are those elitists who want everyone to do ungodly ammount of work
6. even though theres a mega server there are still sorta instanced maps the diference is the game now filters player from other servers into said instanced emptier maps to try fill it whereas old instances dint even bother trying to get populated
7. some gw2 employees do play they simply dont announce themselves public , because players always swarm the arenanet icon players and bombard with questions and insults and worshipping non stop
how to decentivize bunker meta :
Nerf condition damage so people stop running condi bunker everywhere
well lemme go spin the warrior thief necro ele roulete and see what to roll next
will remove 1 condition every second with 1 second ICD at health above 75% HP
lol what a joke…
well kitten i hope they nerf my professions like that too
Troll thread? Those are like the two most underpowered classes in the game atm.
correction those two are the least successful classes because of bad playerbase
i ve seen good warriors tear whole teams by themselves as well as good thieves doing the same
the reason they suck is because they go full glass cannon and no way to mitigate damage or debuff enemies
to me the game has been ruined when they decided that condi damage should have become at the same level of power damage. It was never balanced anymore since that.
That should never have happened in the first place. Condi should be a support damage, a damage that you can do even while you are blocking or kiting to recover, but never as main DPS. This force people to bring condi removal and higher vitality, so they lose their offensive traits/utility, i.e build diversity is no existent anymore. To me, the death of the berserker amulet is the death of the game.
Best option to leave this boring meta would be making togness affecting condi damage recieved, and making condi removal only able to remove condi movements, like weakness, chill, cripple, immobilize. Else, delete any random condi proc (for example EVERY sigill/rune/trait proc on hit), and make condi application only on easy read animation attacks. Would be much more easy to balance, since now condi damage is destroying build diversity. You can survive a berserker with berserker amulet yourself, by dodging and beeing faster than opponent, you cant survive condi with a berserker set. Alternative 3: if people run amulet without condi dmg, the condi dmg per tick should never go over 50 even with a full 25 stacks. So decrease the condi damage calculation on lower condi damage stat. Alternative 4: if you are using a condi dmg skill, that skill should not also have a power based dmg.
Plz Anet make condi damage only a support dmg! It has no sense right now.
pretty much this condition was meant to be sustained damage now its Sustained BUrst damage, it makes no sense
its clearly a scam
they claim they need donations to purchase the ingame instruments to make the supposed concert , they also claim they ask for donations because they are too busy making real money
if you work so much how is it you cant afford a 10$ transaction
college has me with a 20$ a week income and yet by enduring hunger somedays i managed to save up 800$ to build my computer and yoou telling me this guys with “full time jobs” cant afford 10-20$ ? gtfo
they are called Adventures not Challenges
and they are required to unlock masteries and collections
and i think there needs to be a threshold when it comes to designing challenges
if it requires extreme precision and timing and mastery you cannot make said challenge be reliant in RNGNo collection requires gold. Gold is not required to unlock any masteries and definitely not those few.
Adventures are meant to challenge players. Since they are meant to challenge players, they are challenges.
Adventures are a new feature in Guild Wars 2: Heart of Thorns, set to challenge level 80 players.
https://wiki.guildwars2.com/wiki/Adventure
Also read:
gold does give a mastery point unless they changed that in a patch and i missed it
but yes i was wrong about collections those can be done with silver
Yes, gold does. However, it is not required to get gold in any of the adventures to max your masteries. It is most definitely not required to get gold in those ones mentioned in this thread to max masteries either.
alrite , doesnt really change the fact some need adjusting though for example i still havent seen anyone get gold in punch o matic my closest i believe was 194 and it was because of a bugged spawn
they are called Adventures not Challenges
and they are required to unlock masteries and collections
and i think there needs to be a threshold when it comes to designing challenges
if it requires extreme precision and timing and mastery you cannot make said challenge be reliant in RNGNo collection requires gold. Gold is not required to unlock any masteries and definitely not those few.
Adventures are meant to challenge players. Since they are meant to challenge players, they are challenges.
Adventures are a new feature in Guild Wars 2: Heart of Thorns, set to challenge level 80 players.
https://wiki.guildwars2.com/wiki/Adventure
Also read:
gold does give a mastery point unless they changed that in a patch and i missed it
but yes i was wrong about collections those can be done with silver
(edited by Rezzet.3614)
they are required to unlock masteries and collections
i think there needs to be a threshold when it comes to designing challenges
if it requires extreme precision and timing and mastery you cannot make said challenge be reliant in RNG
(edited by Rezzet.3614)
But it’s borderline e useless in PvE. Where 50% of the Gyro’s functionality is removed (the stomp) and you have to rely on your friends being bad. If this was optional. You simply wouldn’t take it.
and this is my problem with the trait
its PvP exclusive pretyt much and not just that Specifically situational as well
I read something troubling in Profession Balance Goals for the Winter 2016 Update and it was this:
“Engineer” … " … With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability." (emphasis mine)
I would simply like to voice my opposition to any such change. My rationale is simply that Heart of Thorns is not a forgiving expansion, and survivability is kind-of all we engineers have; take away our survivability, and playing an engineer in Heart of Thorns will be as miserable, dull, and grueling as playing, say, a Warrior.
In Heart of Thorns, often, the PvE gameplay is not fun, because a player trying to navigate, for example, Tangled Depths or Verdant Brink is frequently swarmed or knocked-back, or otherwise overwhelmed by either an insurmountable horde of enemies or enemies with overpowered abilities (I’m thinking, specifically, of all the mushroom creatures, but my remark is not applicable only to them). For engineers, “zerker meta” (or whatever the flavor-of-the-month is for “optimal” damage output) is not and never really has been (1) fun or (2) viable. Engineers have always had to be clever to get the most enjoyment out of the profession, and that’s as it should be; it’s sort-of part of the flavor of the class.
I appreciate a challenge, and Heart of Thorns certainly has provided that. My only complaint is that the challenges don’t really scale with the size of the party (or the relative strength of the player(s)) encountering them. If one is a solo player trying to reach that last point of interest in Tangled Depths, he or she may frequently tend to feel like ArenaNet is just giving him or her the middle finger. That shouldn’t be the case, in my opinion, because it’s just not a fun experience, which is what a game should be. This problem would be greatly exacerbated for players who choose the engineer profession if they had to contend with a “reduction in survivability.”
At a minimum, as a player who considers my engineer to be my “main,” I would expect a compelling explanation and argument in favor of any such change. So far, I have seen nothing to indicate any such change is warranted.
at least warriors have a condi immunity utility and 2 invulnerabilities that allow them to have 100% functionality unlike engineer’s elixir S :L
idk, for me not that bad trait – allows to have better chances 1vs2
+1500-1700 health and 5 might for fight continuation
well you’re gonna lose more than 4 times said ammount of health just trying to rezz your ally to begin with , super speed only lasts 3 seconds and might lasts 5 seconds so at most all the trait will provide is super speed to run away after rezzing
and it has a 10s cooldown
function gyro has 30s cooldown and takes damage from enemy so good luck getting it to not die from enemies attacking downed player
so this trait is flat out useless most of the time even when youo try use it
Am I the only one who wants this trait replace or reworked ?
i consider it useless or flat out dissapointment as it is very situational
has ICD, gotta revive someone to proc it this alone makes it useless for 90% of the game’s contents
why not replace it with 20% condi damage resistance and replace or nerf adaptive armor trait that you guys are most likely gonna nerf next patch anyway
gotta love being double moa’d
im just glad you dont work on the balancing team jesus your hate towards some profession is noticeable
thats a good one and very fitting
Chaithh is totally right that the turret engi build was super lame and deserved to be destroyed BUT if ANet is going to leave turrets in the game they should be usable SOMEWHERE.
Right now its a whole set of utilities and a couple traits (why even have them right now?) that are totally worthless. There is NOTHING you can use turrets to do right now.
Its a horrible design by ANet to give Engi so many worthless utilities, its not even close for any build.
Garbage utilities: Turrets (non-heal), Gadgets (non-slick shoes), Gyros (non-sneak), Exliers (non- B/S). Essentially there is a single good utility from each category and the rest are total trash.
this is pretty much true
as for turrets i do agree they were lame in the sense they dint take much skill to play but they were something fun and unique and had their moments , but i still think the nerf overkill was unnecesary
when you consider that turrets’s success happened because people dint want to learn how to play
turrets were already fairly easy to kill only pure condition damage builds struggled because they were imune to condi
glass canon player died to turrets cuz they rushed the engi and ignored everything
remember when everyone though 100 blades was OP cuz no one used stun break nor stability ? same situation pretty much
I love scrapper but i must say that scrappers can take on a bit too much dmg considering the fact that we have stealth gyro and rly low cds on heals/stunbreaks
scrapper seems about right though feels like it should a Bruiser , can take some hits but has to dish out quite a bit of hits to get his targets down due to not having burst skills
some skills have big damage but they are channeled unlike other actual burst skills like rifle #5 or rifle #3
and as mentioned previously nerfing survivability is gonna ruin scrapper in pve it is already near useless to run with a hammer in HoT due to everything dealing massive aoe damage or ranged damage
turrets need to simply be uncrittable again and have 50% condi damage resistance
25% cooldown reduction and an additional 25% when picked up
remember the whole reason why turrets were broken was because they were imune to conditions and ontop of it there was a 5% every 3s trait said trait does not exist anymore and they are affected by conditions now
as stated before another thing turrets need is utility
rifle turret is useless as it is make it apply weakness on overcharge or 12s bleed per shot and/or 1200 range
make flame turret shoot napalm blobs that turn into small aoe burning pulses like ele staff 2 more blinding pulses on flame’s overcharge would be nice as well
give thumper scaling radius damage basically the closer the target is to thumper the more damage target takes maybe raise its radius to 360 and at said max radius have it do no damage but simply cripple for 1s then at 240 deal damage and 3s cripple then at 150 and under deal +50% damage and 5s cripple
rocket flat out needs more damage as it stands it deals almost the same damage as rifle turret and has a bit more hp while having over twice its cooldown Or maybe give rockets a wider explosive radius and/or 1200 range
net turret needs a 50% or more increase on its projectile speed as well as the immobilize duration
turrets are depressing when you consider the infinite cool possibilities that could ve been but we got the most pathetic setup possible
pretty much what you said , thief skills rely on mobility and deal instant damage scrappers deal as much damage but channeled
the problem as i mentioned is that people look at damage numbers but ignored the whole skill mechanics
all i can tell thief players is to try daredevil staff #2 skill is pretty good as you can slap perma weakness on enemy
weakness is one of the game’s most powerful conditions it completely shuts down crit and power builds and in some cases sustained builds that rely on evades
Yes, but even if you compare the whole skillsets thief BS (which is the burst skill that takes the most effort in game) gets the short end and that’s the point.
to be fair BS isnt that hard to land either just go invisible and teleport to target to land it pretty much
but THAT is precisely the point it is not Engineer’s fault its that thief kinda got left out during rebalance
(edited by Rezzet.3614)
The following text in quotations I am about to post was written by someone else in a different post, but he hit the nail on the head so hard it shattered the space time continuum. This kind of BS needs to be fixed so kitten badly.
“well i’d like to see Scrappers absurd hammer damage coeffecients gone for good too.
Scrapper has MULTIPLE attacks on hammer that either have higher coefficients/damage than backstab or just around the same as backstab, and they all do something defensively as well. here’s a comaparison:
Backstab (something you have to enter stealth to access, then carefully position yourself to land for full damage, and only does damage; nothing else):
Front damage: 403 (1.2)?
Back damage: 806 (2.4)
and now scrapper’s hammer:
Electro-Whirl (6sec CD)
Damage (2x): 888 (2.2)?
Number of Impacts: 2
Number of Targets: 3
Radius: 180
Reflect Missiles
Combo Finisher: Whirl
Rocket Charge
Damage (3x): 1,212 (3.0)?
Number of Impacts: 3
Number of Targets: 5
Radius: 240
Combo Finisher: Leap
Evade: 1s
Range: 1,000
Shock Shield
Damage (5x): 1,010 (2.5)?
10 Vulnerability (5s): 10% Incoming Damage, 10% Incoming Condition Damage
Number of Targets: 5
Block Duration: 2s
Range: 170
Thunderclap
Damage (6x): 1,452 (3.6)?
Vulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
Stun: 1s
Pulses: 6
Interval: 1s
Radius: 240
Combo Field: Lightning
Range: 1,200
why is any of this, at any point, ok? who let this through the development process? why were skills with ridiculous utility also given ridiculous damage while weapons like Thief’s shortbow only offer passable utility at a steep cost of damage?”The comparisons in threads like these dont really work.
You compare different classes with different abilities.Its kinda pointless comparing backstab to engi hammer attack spells and even ones, which needs to hit multiple times for the full coefficient.
The cooldowns are not compared either.
Besides, thiefs have more spells than just backstab.Different classes are different.
Thief has weapon swap.
Thief can teleport and up to higher ground, engi cant.
Thief has more cc on lower cd than engi.
Thief is more mobile.
Different defences.
Etc.
So Thief and Engi are different.
Their abilities are in a different context, because the classes are different.Some hammer spells having an offensive and a defensive on them, has a positive and a negative to it.
Positive when you can attack while defending against something.
Negative when you have to defend against something, while you cant hit with the attack (meaning you lose your attack when defending).Thiefs arent in a great spot right now but complaining about hammer in a comparison thread like this, doesnt work imo and isnt the way to help thief.
pretty much what you said , thief skills rely on mobility and deal instant damage scrappers deal as much damage but channeled
the problem as i mentioned is that people look at damage numbers but ignored the whole skill mechanics
all i can tell thief players is to try daredevil staff #2 skill is pretty good as you can slap perma weakness on enemy
weakness is one of the game’s most powerful conditions it completely shuts down crit and power builds and in some cases sustained builds that rely on evades
(edited by Rezzet.3614)
Rezzet is technically right but so is everyone else. Backstab doesn’t have a cool down as if you never got the revealed debuff after it you could stand in an SR and repeatedly backstab (or engy stealth gyro). However you do get revealed so you do have a soft cool down like others say.
As for the topic, the thing people are missing is that these coefficients are based on multiple hits. Now don’t get me wrong, I think some are way too high and too good for what they do but thunderclap is not going to be doing all 6 hits for 3.6. It does 6 hits at 0.6 so you’re likely to see a 1.2-1.8.
I’d like to see a slight reduction in a lot of them but not the heavy handed nerfs we all expect.
ok backstab has a cooldown
my point remains perfectly viable if y ou replace backstab with heartseeker , staff #2 and staff #5 , pistol whip, dagger #3
(edited by Rezzet.3614)
The following text in quotations I am about to post was written by someone else in a different post, but he hit the nail on the head so hard it shattered the space time continuum. This kind of BS needs to be fixed so kitten badly.
“well i’d like to see Scrappers absurd hammer damage coeffecients gone for good too.
Scrapper has MULTIPLE attacks on hammer that either have higher coefficients/damage than backstab or just around the same as backstab, and they all do something defensively as well. here’s a comaparison:
Backstab (something you have to enter stealth to access, then carefully position yourself to land for full damage, and only does damage; nothing else):
Front damage: 403 (1.2)?
Back damage: 806 (2.4)
and now scrapper’s hammer:
Electro-Whirl (6sec CD)
Damage (2x): 888 (2.2)?
Number of Impacts: 2
Number of Targets: 3
Radius: 180
Reflect Missiles
Combo Finisher: Whirl
Rocket Charge
Damage (3x): 1,212 (3.0)?
Number of Impacts: 3
Number of Targets: 5
Radius: 240
Combo Finisher: Leap
Evade: 1s
Range: 1,000
Shock Shield
Damage (5x): 1,010 (2.5)?
10 Vulnerability (5s): 10% Incoming Damage, 10% Incoming Condition Damage
Number of Targets: 5
Block Duration: 2s
Range: 170
Thunderclap
Damage (6x): 1,452 (3.6)?
Vulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
Stun: 1s
Pulses: 6
Interval: 1s
Radius: 240
Combo Field: Lightning
Range: 1,200
why is any of this, at any point, ok? who let this through the development process? why were skills with ridiculous utility also given ridiculous damage while weapons like Thief’s shortbow only offer passable utility at a steep cost of damage?”
you clearly dint even read the skills asides from the “big” damage
you cant even compare them either backstab doesnt even have a CD
electro whirl has x2 hits to do 800 damage
shock shield has x5 hits to do 1000 damage
thunderclap has to pulse 6 times with a target not moving evading or blocking in order to do its full damage
rocket charge has x3 hits for it todo 1200 damage
backstab = instant 1 hit 800 base damage that is why
but hey forget backstab what about heartseeker , or staff #5 or staff #2 all of those deal massive damage have no cooldowns and have side effects ontop of that .
(edited by Rezzet.3614)
warriors are fine its the current meta that is broken condition builds are running rampant and to top it off they are mostly unkillable while having top dps
this game’s pvp has gone too far to be fixed
its gotten so broken that any applied fix will cause a massive QQ tsunami by people taking advantage of unbalance to such point that they accepted it as normal
Gw2 Killed itself i participated in the BnS betas and i gotta say the game is pretty good and mostly focused on PvP wich is no surprise due to it being such a popular esport , game requires actual skill both in PvE and PvP you can get perma CCed and comboed to hell both by players as well as pve monsters so that feels incredibly satisfying when you overcome stuff
if you cant get past T&A or some skin showing , im sorry but you shouldnt even be playing mature games to begin with , with that said i hope that BnS copies from the private server the censor Toggle box wich should wipe skin showing as an excuse to hate on the game as then it ll be optional
this is the reason i havent logged in a month and the few days i did before that it was only to collect my daily login reward and log off.
engi is all about effort and no reward .
Turrets need to stay just as they are until they can be rebalanced around stat scaling. How quickly we forget how un-fun, overly rewarding, and frustrating to fight Turret engineers before the nerf
Maybe 2016 will bring the technology required to have them balanced and scaling properly. (Not joking)
turrets were actually fun though , they only adjustment they needed was to be affected by conditions pretty much
How to Fix Turrets:
Revert the Meganerf
bring back turret regen and Deployable turret
Make Turrets Uncrittable but vulnerable to Condi
or if critable allow them to recieve Boons
or better yet make Rifle turret apply Weakness with the overcharge
Reduce Thumper and Rocket Turret CD by 20-30% or make it so that picking them up lowers their cooldown by 50%
Anet needs to make Legendary Pocket Raptors
Git Gud
EXACTLY the toxicity the OP was talking about, thank you for proving his point.
@OP Well said, 100% agree.
That “toxicity” is just that now you’re actually expected to have certain skills and to know the game well. It’s just good design to expect players to learn, adapt, and grow in skill instead of expecting them to be carried by large numbers.
Are certain players too mean? Yes, but that’s a generalization and depends entirely on the individuals. I try my best to teach anyone who is new to a raid encounter, but not everyone is quite as patient, especially after several hours.
if raids were truly all about skill it wouldnt had been designed as yet another dps race in the game as it is its not about skill but rather running specific Professions with specific builds
im sure the problem most have is the same as i we dont care about winning and losing some times we just get boiled when we fight so many gamebreaking compositions on a daily basis like 2 burn eles with 2 condi reapers
wich forces us to either play said boken composition or remain a free win for the enemy or simply quit altogether for the day
the problem itself isnt that i even lose games but rather that in the current state i am forced to run condi to even have a chance at Playing and i feel like a bully when i run condi builds and demolish people because i know how much of an Awhole i am being to them
condi is clearly outperforming everything else
i think they need to rework Whirl finishers as a whole so that they lock onto nearest targets instead of spewing randomly
This was actually a concept that was announced quite a long time ago that would likely have been introduced with the advent of HoT. Somewhere along the development process it was likely either tossed or forgotten. In all honesty, I think locking onto targets would be… lackluster and overpowered at the same time (if that makes any sense). Rather than something that focuses on a target, it would prove beneficial in all game modes if the whirling “projectile” became an “aoe pulse” instead. Personally, I can see far more potential and less gripe in a small 180-240 range pulse than randomized (or organized) projectiles.
homing whirl finishers would only be broken in warrior’s offhand axe 5 skill pretty much
homing whirl from shredder gyro cant get overpowered due to the 2 procs per second activation and said finishers having a total duration of 2-3 seconds in the case of condi and boon ones
plus my idea is Nearest target wich means it wont just focus the target you’re attacking
HOLY KITTENING GOAT Nothing but CONDI REV, CONDI REAPER, CONDI GUARD, CONDI MESMERS, i dont even aim to win all games but Holy Kitten how can i enjoy a match when all i fight is teams of nothign but 2 condi reapers 2 revs and a druid or 2 condi reapers 2 mesmers or a mix of any they can all spam over 10 stacks of condi in less than 3 seconds repeatedly while having absurd survivability
Thief queing for PvP, thats whats wrong with this picture.
I find that offensive.
nothing is wrong with the picture sometimes people click but dont decide on a map i for example dont select maps when its temple battle at khilo or forest cuz i like all 3 maps
Or just up the damage on it to a reasonable level, say, the same pulse damage as Acid Bomb or Thunderclap(that might be too much since it can hit 12 times, but the damage definitely needs a massive upgrade). The skill is worthless right now but it has the potential to be amazing, they could even change it so the gyro moves towards your targeted enemy(would remain stationary if no enemy is targeted).
i think they need to rework Whirl finishers as a whole so that they lock onto nearest targets instead of spewing randomly
you did Not Mention the MUST REPLACE trait: DECISIVE RENOWN it has to go it is useless all around and you cant kill and revive your own allies on purpose fr this trait to even be a thing
the only possible fixes to make it worthwhile would be
Making shredder gyro’s whirl finishers Home in on enemies
and the toolbelt to Daze with each pulse
and for anet to replace our Decisive Renown trait for a trait that gave us +30-50% Finisher Duration