Showing Posts For Rezzet.3614:

What is the Purpose of shields

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

Just wait till temporal curtains gets nerfed with a long casting time for the pull.
There are plenty of complaints already since a particular server abuses the mechanic to a ridiculus point.

even if it had a 160s cooldown it would still be game breaking sure mesmer enters cooldown but the whole group of players they pulled down died and have to walk ALLLL the way back to the tower or keep they were at, needless to say said tower/keep will probably be overtaken by then as the curtains can drag loads of players down to their deaths.

What is the Purpose of shields

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Posted by: Rezzet.3614

Rezzet.3614

Yes, there are unblockable skills, but a vast majority are not. Strategic use is necessary, but to everything there must be a counter. There are many examples or reasons I could give, but simply put, there are plenty of uses but it isn’t something that can deal with every single threat, which is why there are plenty of other skills also available (and dodge rolls).

except some pulls cause a 1-2s knockdown and the pull negates the remaining shield time so having 4s shields becomes 1s shield as it gets interrupted.

What is the Purpose of shields

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Posted by: Rezzet.3614

Rezzet.3614

this skills are what ruin wvw tho tower defending uses block

random guy uses pull

defending player gets dragged into zerg or small group(since theres always parties of gankers roaming) and gets obliterated in a blink.

In my opinion, GW2 is dying

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Posted by: Rezzet.3614

Rezzet.3614

well just did arah last night with guildies and was greatly dissapointed each of the miniboss loots consister of 3 blues 1 green even the boss at the end gave about 4 blues 1 green now the reward:
Arah- 60 tokens 26 silver

CoF:60 tokens 26 silver in about 1/20th of the time it takes to beat arah

my best arah reward was a Yellow Rampager coat i got from a random mage or illusionist.

Stealth and why it reduces depth and skill

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Posted by: Rezzet.3614

Rezzet.3614

so far it seems one of 2 have to go Stealth or Initiative system having no cooldown for the massive damage thiefs pull out is unreasonable,but hey they said they would lower thief’s overal burst damage on this patch so lets wait.

What is the Purpose of shields

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Posted by: Rezzet.3614

Rezzet.3614

seriously why carry a shield if skills can ignore the block and Interrupt it mainly pulls it seems.

Engineers in WvW

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

so seeing how every class can put something on the battle field why not make engies useful and make them able to fix siege as they do to turrets. we got a tool kit its bout time we used it for something other than pry baring faces.

Something to remember about Thieves

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

Theifs have steal, Eles have their attunements, which should count as x4 as many weapon sets. Engineers have Kits, which should up their count even more (never played an Engineer so I’m not gonna pretend that I know their stuff :P)

Now if you want to go off just RAW weapons, then you are right, Engineers win at the sucking game, but over all Elementalists are the most flexible class to the situation, and Engineer coming up close aswell.

Lets not confuse the topic here, this isn’t about Meta-Builds, this is about over-all classes.

Thieves are fine imo. The culling update was a big enough nerf to the people that everyone was complaining about, we didn’t need the stealth change ontop of it. The mug damage change coming up will be a big deal aswell, but D/D thieves will keep Stealthing people.

Engineers doing insane amount of damage with nades is more tiresome then fighting with a stealthing Thief imo.

except nades will never land on moving targets and the damage is a joke when compared to backstab and thief over all damage even thief’s cluster bomb outdamages nades

WvW on an Engineer

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Posted by: Rezzet.3614

Rezzet.3614

Pretty good. To bad the build your using is getting the nerf bat.

Is it? Where did they mention that?

i dont recall but i think it was ons ome twitch channel

I watched the SotG. They mentioned nothing for nerfs on Toolkit, Utility Goggles, Static Discharge, Net Shot, or Supply Crate.

People are definitely overreacting before patch notes are even out.

well they did say grenades were a bit too strong and that usually means incoming nerf at this point

But not this point. The only thing getting nerfed for Engineers is HGH builds, and a buff to Turret builds.

https://forum-en.gw2archive.eu/forum/pvp/pvp/April-SotG-CliffNotes/first

why should we sacrifice HGH so the healing turret actaully Heals over time? devs dont want to buff turret’s armor nor hp so they ll always be paper turrets whereas ranger pets gets even more buffed cuz doing 8k damage and stuns immobilizes knockdowns is in no way superior to turrets huh

This is how it feels to play engineer

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Posted by: Rezzet.3614

Rezzet.3614

WvW on an Engineer

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Posted by: Rezzet.3614

Rezzet.3614

Pretty good. To bad the build your using is getting the nerf bat.

Is it? Where did they mention that?

i dont recall but i think it was ons ome twitch channel

I watched the SotG. They mentioned nothing for nerfs on Toolkit, Utility Goggles, Static Discharge, Net Shot, or Supply Crate.

People are definitely overreacting before patch notes are even out.

well they did say grenades were a bit too strong and that usually means incoming nerf at this point

Is this Cheating?

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Posted by: Rezzet.3614

Rezzet.3614

heres how they do it

Zoomhack

or

Super adventure box by going to the super adventure box zone 1 cage boss and leaving instance when camera zooms out players can keep their camera like that until they log off.

WvW on an Engineer

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Posted by: Rezzet.3614

Rezzet.3614

Pretty good. To bad the build your using is getting the nerf bat.

Is it? Where did they mention that?

i dont recall but i think it was ons ome twitch channel

4/19 TC/FA/Kain - Week 7

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Posted by: Rezzet.3614

Rezzet.3614

if KN did try to kick FA down a tier

A:either they arent the brightest kids around
or
B:They want another mega server to join in so they can have more challenging battles.

kicking FA down would be doing them a favor as then they would roflstomp the other tier.

4/19 TC/FA/Kain - Week 7

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Posted by: Rezzet.3614

Rezzet.3614

i love how Kain was so focused on taking FA they would ignore their whole Bl being taken by TC just to try take one keep wich ended up being taken by TC in the end lol.

Stop sharing OP builds already

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Posted by: Rezzet.3614

Rezzet.3614

most of our nerfs were unjustified as far i know 100nades was nerfed cuz of a photoshopped picture, even if not theres really no excuse thief has insta kill comboes and mesmer has insta kill comboes did they get their builds slammed to the ground ? nope in fact they ll be buffed even more, at least engineer combo was fully dodgeable.
i dint really use 100nades anyways it was a 50/50 combo either you screwed up and died or you screwed your opponent.

Freeze ray

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

Increase cooldown on Skill 2 by atleast 5 seconds. Because it seems like a ride the lightning skill but with a knock back.
And Skill 4 by 10-15. Unless the wall can be destroyed, but it sounds like a Guardian barrier and Elems static wall thing.

Lower skill 5 by 30. Cuz 90 sounds to much like a elite skill xD

I would love to have a freeze ray. Engineering would be dumb in Gw2 if they only stuck with what they have now. Engineers are always changing and making new things.

well ride the lightning does cause knockdown so its no diferent

How would you nerf CoF?

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Posted by: Rezzet.3614

Rezzet.3614

Change the Acolytes part so that you can’t run into the room to break aggro.

that part is intentional have you actually tried killing one of those mobs that spawn there? they have ridiculous stats even as glass cannon it takes forever and i hit for 4.5k-6k damage with grenades (except for blind and poison nades) nade barrage hits up for 2k (rarely with the use of food consumables sigil and luck as i sacrificed some crit for damage) hp each nade and needless to say thats 8 hits wich =16k hp

Do our elites need rework?

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Posted by: Rezzet.3614

Rezzet.3614

Engineer uses Elixir X :Engineer gets turned into a tornado :Enemy stacks a truckload confusion on the tornadeer: Tornadeer dies instantly or cancels skilsl with barely any hp left as tornado for some reason procs 3 confusion ticks per second:Engineer was finished.

I’m guessing they intend to patch this. The way tornado gets chewed up by confusion is just ridiculous.

Don’t get me wrong, I apply confusion to people who I see pop tornado as well, but I still think it’s just dumb the way that it works.

dont think they will as players take damage because tornado passively casts active skills it passively casts the AoE Blowout and the active skill you choose Discharge/Dust/Debris and may god have mercy on your soul if you have retaliation at that time you will take a confusion strike each time your opponent(s) proc retaliation by hitting you. (pst engies use confusion on an enemy with relatiation and then pop on your flamethrower :>)

Critsgineer

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

30/20/0/0/20 also works nice for those 1 v1 situations. or 30/10/10/0/20.

Do our elites need rework?

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Posted by: Rezzet.3614

Rezzet.3614

Engineer uses Elixir X :Engineer gets turned into a tornado :Enemy stacks a truckload confusion on the tornadeer: Tornadeer dies instantly or cancels skilsl with barely any hp left as tornado for some reason procs 3 confusion ticks per second:Engineer was finished.
Or
Engineer gets turned into a melee stomper pushes enemy all over the place but hardly damages him/her on the brightside skills are controlled so engi is actually benefited from the Toughness/Vit boost.

Engineer uses Mortar:Engineer shoots mortar Motar wasnt very effective as it has no crit low damage and joke for range:Enemy AoEs Mortar: Mortar dies 3 seconds later or instantly if zerg.

supply crate is 50% good 50% screw up:
if enemy dodges or is out of the casted range and AoEs bye bye turrets
enemy gets stunned and immobilied: gets killed if engineer can dish out big damage or runs away if stealth or invulnerability and gap openers and such or still manages to kill engi because engi dint had high enough damage or missed his main burst.

How would you nerf CoF?

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Posted by: Rezzet.3614

Rezzet.3614

why would i want to do arah p4 and get a bunch of whites and blues when i can do all of CoF or SE or HotW paths and get better rewards in a fraction of the time it would take me to finish just that one path of arah?

April 30th patch sounds impressive

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

what i wanna see is the Nerf lists

Randomness is whats killing this game

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

the thing is the whole Legendary concept is wrong Legendary items shouldnt be purchased at least the precursors and such

when i hear of legendary equipment i expect some Legendary quest in wich i slowly gather each component eventually leading to completing the weapon, now by that i dont mean a do 5 dungeons in 5 hours and get your legendary quest nope i mean a really epic quest that takes weeks or maybe month or two to complete After beating the story and exploring the whole world. now that would make a legendary weapon feel actually legendary instead of a big waste of money.

even better make Class and Race specific Legendaries. (maybe legendary armors in a couple of years as well >.>)

(edited by Rezzet.3614)

Movement Speed

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Posted by: Rezzet.3614

Rezzet.3614

Although Super Speed does not grant you more than 33% faster. But you will always run 33% faster, even if you’re in combat, crippled and chilled.

use both skills in combat and you ll see the huge diference

During Combat:

Swiftness:brings you to normal speed out of combat

Super speed:brings you to swiftness speed out of combat sorta.

Increased Movement.

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Posted by: Rezzet.3614

Rezzet.3614

heres all devs gotta do : Power Shoes: gain an 25% movement speed (at all times)

How does Confusion work ?

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Posted by: Rezzet.3614

Rezzet.3614

It triggers even on miniscule stuff such as if you have retaliation and the enemy hits you you ll take confusion damage per each retaliation hit your enemy takes so thats probably why you take damage while simply running and it does trigger wich channeling skills but still take damage depending on the number of hits it lands.

Reverse Magic Find?

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Posted by: Rezzet.3614

Rezzet.3614

from my experience more MF result in much more white vendor trash and tiny bit more rare crafting materials.

I have not seen ANY correlation between magic find and rare/exotic items drops.

i ve gotten 2 exotics so far with MF but still the rate must be ridiculously low if it took me half a year to get them i dont even wanna think of my chances without mf.

Eh, what the kitten...

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Posted by: Rezzet.3614

Rezzet.3614

@Rezzet: sorry it’s a l2p problem. Maybe in 2 months u will understand.

what exactly is the l2p problem hm?

Reverse Magic Find?

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

i ll break MF down for all of you what MF does is it increases loot Drop Rate everyone thinks its broken because they think MF boosts Drop Quality, but heres how its beneficial the more loot dropped the higher your chances at getting rare stuff is.

Eh, what the kitten...

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Posted by: Rezzet.3614

Rezzet.3614

wtf is wrong with you people,

this guy posts a video saying here is some cool kitten us engies can do, and you all kitten all over his cornflakes.

this community is kitten

you wasnt paying attention it seems

Where is WvW???

in WvW

Posted by: Rezzet.3614

Rezzet.3614

They did, this was their intention. If you can’t group and organize properly, the game won’t fix it for you. If the others have a big zerg, either try to play better, have an even bigger zerg, or split up and play tactically.

Here’s the thing about that.

1. “Try to play better”. What does that mean exactly? If you know your class inside and out, you cannot account for the skill level of others. And I hope Anet isn’t leaning on someone mentoring random people because they care about WvWvW so much.

2. Having a bigger zerg a lot of times is not an option.

3. Coverage is key, split up a hand of of people(handful being relative) and end up being less effective in general. See points 1 and 2.

WvWvW is a matter of force and really nothing else.

here’s where it fails some of the matched servers have 3 times more players than the other servers so they leave 2 massive zergs on each maps forcing players to defend only 1 map and lose the rest also just because zergs have lots of players that doesnt make 80% of them mentally challenged and unskilled.

another thing i ve seen servers also team up to force the weakest server to stay on their tier just so they can keep farming them. example one of the servers stops defending their maps.

(edited by Rezzet.3614)

Where is WvW???

in WvW

Posted by: Rezzet.3614

Rezzet.3614

They did, this was their intention. If you can’t group and organize properly, the game won’t fix it for you. If the others have a big zerg, either try to play better, have an even bigger zerg, or split up and play tactically.

tactics dont work when there comes two 50 player zergs splitted and playing tactically.

So Suggestions

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Posted by: Rezzet.3614

Rezzet.3614

They should change the Juggernaut trait to include the Elixir Gun. That would actually make that weapon relevant.

ah thanks i knew i forgot to mention something if elixir gun skills and traits are linked to FT why does elixir gun has no take at that grandmaster trait or a special grandmaster trait for itself.

Increased Movement.

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Posted by: Rezzet.3614

Rezzet.3614

You guys got it good with speed right now… speedy kits is a guaranteed 100% uptime on swiftness which is 33% movement speed. Better than other classes 25% movement speed increase

you’re forgetting those classes not only have 25% on traits but also usually have another 25% on signets wich makes them have 100% uptime 33% without swiftness and all the while giving them extra speed during combat wich you ll lose once in combat . enter combat and use slick shoes’s tool belt skill and you ll see how fast they really run 100% of the time during combat and then laugh at your swiftness.

Not to mention all those gap closers/openers that engies severely lack. Its very tough to chase someone down even at full swiftness when they are using those skills to move away quicker.

another valid point, try out run or chase: a thief NOPE shadowstep/teleport spam with pistol and dagger or shortbow or sword , ele ride the lightning , warrior sword #2 greatsword #5. you get the point.

Increased Movement.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

You guys got it good with speed right now… speedy kits is a guaranteed 100% uptime on swiftness which is 33% movement speed. Better than other classes 25% movement speed increase

you’re forgetting those classes not only have 25% on traits but also usually have another 25% on signets wich makes them have 100% uptime 33%(out of combat) without swiftness and all the while giving them extra speed during combat wich you ll lose once in combat . enter combat and use slick shoes’s tool belt skill and you ll see how fast they really run 100% of the time during combat and then laugh at your swiftness.

(edited by Rezzet.3614)

Best Engineer Names

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Posted by: Rezzet.3614

Rezzet.3614

Asura:Hobo Mcnugget

Eh, what the kitten...

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

It’s true that engi is more op then mesmer but mesmer is the only counter to engi.

LOL Engineer OP? one would have to fail beyond failure to be trampled by engineers engineers cn pretty much only confuse from close range except for the pistol skills wich is 3 stacks now lets see mesmers spits confusion with up to 6-9 skills and clones have perma retaliation . who’s the OP one now?

So Suggestions

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Posted by: Rezzet.3614

Rezzet.3614

the thing is most changes dont seem unnecesary because everyone is used to playing 1 of possibly 3 builds this lil changes would make elixir gun a full time use kit instead of a back row support kit. but lets be honest as it stands we laugh at flamethrower engies or turret engies in wvw as a single grenade barrage wipes even a whole turrets+supply crate setup leaving the turret engi almost a sitting duck. underwater who uses harpoon gun we either use elixir gun or grenades since its near impossible landing hits with the harpoon gun without an ally immobilizing your target.

mines for example engineers with a mine kit could make an actual small mine field in choke pointsinstead of closing their eyes and flinging mines all over the place except where you need them (example behind gate or stairs leading to lord rooms in wvw towers)

not having a passive 25% movement speed other than major trait makes us turtles ever wondered why we cant outrun other classes? they have sigils boosting speed + 25% boost from traits.

Elixir U failing abut 40% of the time is a serious issue since it has such a long cooldown.

Grenades i ll admit i dint know much about range so yeah 200 radius would be overpowering.

theres also no doubt mortar as it stands its a joke mediocre range mediocre damage without crit chance has no scaling damage other than condition however damage could be forgiven if it had 1800 range .

Where is WvW???

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Posted by: Rezzet.3614

Rezzet.3614

20-30 people only ? be glad you aint on top tier where it is up to 150+ player swarms

however you are correct Scoreboards mean nothing when obviously the server with the most players will win . i really wish servers were matched by player population as hardly anyone gives a kitten about being on top the game can be competitive between 3 servers scoreboards are unnecesary.

Eh, what the kitten...

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Posted by: Rezzet.3614

Rezzet.3614

the diference is engineer had to have a setup for what you posted on vid mesmers do it on the run the whole time they stay in combat mesmer can do that from ranged distance where engi had to be melee so good luck trolling saying engi is OP 13 confusion stacks do ridiculous damage as any class.

balista spread shot

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Posted by: Rezzet.3614

Rezzet.3614

its your fault if you run infront of the ballista specially if you do so and not even think about dodging.

WvW -- how can I improve this build? --

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Posted by: Rezzet.3614

Rezzet.3614

theres one simple thingeveryone overlooked as to why some of use do not choose incendiary powder over shrapnel and that is Cooldowns unlike incendiary powder shrapnel has no cooldown wich means your grenades will apply the bleed on more than just 1 target wich a chance of applying 2-3 bleeds per shot for easily 12-20s duration.

but yes if incendiary powder affects more than one target its a must have

So Suggestions

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Posted by: Rezzet.3614

Rezzet.3614

made a post with suggestions

https://forum-en.gw2archive.eu/forum/game/suggestions/Engineer-Suggestions-2/first#post1864949

and i’d like to know what everyone thinks

Engineer Suggestions

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Posted by: Rezzet.3614

Rezzet.3614

now this are my opinions in some things i’d like buffed or changed or removed .

Elixir Gun

the Elixir Labaled skills should proc Elixir traits such as HGH or the increased duration effects

Fumigate the #3 skill should affect the caster as well

tranquilizer dart #1 skill should have faster attack rate and/or 8-10s bleed as it is a weapon focused on condition damage and only has two conditions to apply Poison and Bleed.

Throw Mine

I’d like this replaced for a kit where #1 skill would be the current mine we normally drop and the other 4 keys would be non knock down mines and instead of detonating them make them work like the med kit and remain placed enabling to drop some more mines however capped to maybe 8 mines at a time

Rocket Boots

i’d like this to work as a sigil and grant engineer 15-20% movement speed while inactive

Grenade Kit

better arcing so grenades can actually be thrown over borders.

i’d appreciate it if all grenades had 200 radius

Slick Shoes

maybe make them leave a Trail of oil behind the player instead of just knocking down those who make contact with the engineer like the Elixir Gun’s kit refinement proc.

Turrets

wont really ask for much so i guess give turrets 30% damage reduct and free up the trait slot.

Mortar

great concept of a weapon however nearly useless as even elevation takes away its range i think it needs a 30-50% direct damage increase or Crit chance (1 of them as it would be overpowering having both) and 1800 range now before anyone yells at me Turrets Do Not get bonus damage from the player nor his/her gear they neither proc critical hits .

Bomb Kit

Smoke Bomb’s duration increase

Elixir U

make the tool belt effects bubble effects AKA AoE circle

i’d like it to stop failing randomly as well

Harpoon Gun

attacks need to be faster as even crippled or chilled targets can still swim away from the darn torpedoes.

next i ll look into traits

so what do ya guys think?

(edited by Rezzet.3614)

Two simple things 1 fix

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

WvW

Retaliation: proc once per second- 1/2 might work too
Confusion: proc once per second

not sure if intentional but retaliation seems to proc confusion as well .

Change mesmer portal

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

mesmer as it stands is broken ridiculous confusion perma retaliation on all illusions and portal, game mechanics Should Not Rely on a single class its why this class is game breaking in wvw players cant defend their keeps or towers because mesmers clump up clones at the gates wich makes defending players take 3-5 hits per attack hit if close he’ll get a n ice 8-12 stacks confusion if far he’ll be hit by the reflection wall spam

as the game stands players are pretty much forced to play mesmers since the mesmer population got so high ,

you dont see people shout: “Engineer sweep” or “Warrior sweep” nor "guys i need help theres a necro with minions "

FIX THIS ALREADY

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

theres no justified argument for the engineer’s harpoon gun to be so useless theres no way you ll land a hit on a moving target specially if it has swiftness.

Pretty Please

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Posted by: Rezzet.3614

Rezzet.3614

Give us back the old mine kit :C even if we could drop 1 mine per slot how would it be OP the damage isnt all that great only removes 1 boon other classes pretty much remove all boons over time repeatedly or turn them into conditions so i dont see how this would be broken with its small radius.

Bug: Elixir U failing randomly

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

i dunno if its just me but it seems to have a way higher fail rate if you got the static discharge trait enabled.

also make elixirs not count as projectiles or make them activate even if they are reflected.